EClark1894 opened this issue on Mar 09, 2014 · 229 posts
maxxxmodelz posted Mon, 10 March 2014 at 11:38 AM
Topology is a dying art. Used to be, a modeller would have to think about edge flow, and add edge loops logically and strategically, to create surface profiles that closely represented the underlying musculature of the organism they were modeling. Deformations would then be realistic, and smooth. It took a lot of SKILL, and some effort, for someone to master this kind of edge control. It was always easy to spot an amateur modeller vs. a pro, just by looking at how they laid out the edge flow on human models.
Nowadays, Zbrush and other mesh sculpting software, have caused modellers to forget about that kind of attention to topology. Now you can simply sculpt your model with as much detail as you wish, and Zbrush can automatically retopologize the dense, triangle mesh with a more simple quad surfaces (Zremesher), giving you a model that can be rigged and animated (posed) much easier. The problem with automated retopology is that it's not always perfect, and if you don't know about edge flow, and can't manually correct the results in a traditional modelling app, then your character is not going to have the edge loops and topology necessary for great deformations and morphing. Unfortunately, most of today's organic models are created this way, and people are just remeshing them in one simple automated process, instead of by hand. SO you get models that have less than great edge flow, and can't morph or deform as well as you might exepect.
It's critical to remember that no matter how advanced some applications become, a human touch often provides the best end product. Retopology, by hand, is still far more reliable than a one-click solution. People need to realize, edge flow is still important in 3D, and not just for animation, but morphing too. It seems fewer people these days care about mesh craftsmanship. Just because someone is great at sculpting an object in Zbrush doesn't necessarily mean they understand how to create good topology. There's more to modelling than just creating an object that looks great in a few still renders.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.