Welcome to the first lesson on organic modeling in this lesson, we're going to take a look at something
called topology.
These are some concepts you need to learn before we start modeling our own character.
So you know why we're doing what we're doing.
So topology essentially means the line flow or the edge flow.
Over a surface.
So when we look at a model like this, we see it in ingratiated form, but what makes up this model?
This model is made up of if we right click, we can see faces, vertices and edges.
Those are the three main things.
And we kind of already know this from the hard surface modeling, but it's even more important to understand
these concepts when we're doing organic modeling as well.
So so let's take a look at the edge flow here.
And we can do this by turning on the wireframe on shaded button here so we can see the object while
it's shaded.
We can't have for like we've done in the hard modeling, but then we see through the object.
So it gets kind of confusing to see where the lines are split five to get that back.
Also, a quick aside, if you want to change the background color hit Holtby.
And I'd just like to keep it on blue because the default shaders gray, so it's easier to see the model
on that.
So when we look at this, we can see there's a lot of edges and they're all going in different directions,
you know, more simple areas.
It's pretty straightforward, like the arm.
It looks like a cylinder and or just edges going across the arm as you'd expect.
But what happens when that needs to be attached to a torso?
We get an intersection of edges here and you can see that by this star, right.
So if we look over here, all of these edges are intersecting with one other edge, right?
There's one edge going this way, one edge going that way.
But when we look at a star, we can see there's one edge going here.
When it's going there, when it's going in, there's a lot more edges intersecting at a star.
And what that tells you is this is where the line flow changes and it changes because it's having to
deal with other line flow, you know, intersecting line flow that's doing something different and that
gets resolved and something like a star shape.
So the reason why that is conceptually is because you you have lines going in different directions that
need to meet up and connect.
And you also have lines or edges that are coming from an area of high density to low density.
So if we look at the corner of the eye here, you can see that we have all of these edges coming from
a larger area and they need to go into a smaller area like the eye.
And what happens is you have to reduce the number of edges as you go in so that it sinks up with however
many edges are on the inside.
And so you can see that with something like a star again.
Right.
And this area right here is what I'm looking at.
So this really looks like a triangle.
If we just pulled this vertically up, this would be like a triangle, right?
Something to go back to.
Object mode.
Right.
Clicking So we have this edge, just dead ends, basically.
But they pulled out the vertices so that it is more evenly distributed.
Right.
So that the edge flow looks like it kind of goes around the eye.
So when we're doing organic modeling, the reason behind all this, too, is it so this works for animation.
Whenever we deform something, we need the edge floater to work properly.
Otherwise the deformation is going to look weird and I'll show you what that means.
And another lesson, but just conceptual.
We need to begin to understand why things are modelled the way they are.
Right.
And to know how to look at how things are modeled.
So then we can break it down in our mind and recreate it.
So if we keep looking at this model, we can see, look, here's another star right here.
So we can see that if we take a look at the mouth edge flow, this section here, all of these lines,
edges go around the mouth.
And why is that?
Because the mouth needs to open, right?
So those edges need to be circular.
All right.
And they go out and they go out further and further.
And then they meet edges that, you know, it no longer needs to go in a kind of circle around the mouth.
It needs to start connecting to the nose and eyes.
So now the edges need to go up towards the eyes and it needs to change direction.
And that's where you get these stars, right where this edge that was now going up to the nose needs
to be redirected into the eye.
And so we get a star right here and that's usually where you see those intersections happening.
OK, we can also see this with the eyes.
There's kind of an eye mask area here and same thing with the mouth, right.
Circles going around and around and around.
And eventually they need to change direction and start connecting to everything else.
So we get a star right here.
OK, you can see how that edge flow changes.
And now it goes down the the side of the cheek here and up the brow.
So this is what you need to begin to understand about topology and why it's important and why we're
going to model things the way we're going to model them so that they work in animation.
So the next lesson I want to take you through some of the concepts of so the next lesson, I'm going
to show you how to take areas of high density to low density and how to make these kinds of areas.
We can see another one right here.
So let's simplify this in the next lesson and learn how to do that.
Thanks for watching.