literally, topology means topos, place and logos, study.
So I would say that the topology is the study of how to organize the parts of an object (a model, organic or not) in the space they occupy (their structure) so to obtain functionality and balance between themselves and the whole object. In CG that I suppose that would mean how to organize the structure and flow of edges, vertices and polys.
when applying topology Hard edged modelling does not require such a strict modeling workflow but can still take advantage of edgeloops to help create a flow to the mesh. Because it is often not necessary to subdivide a mesh entirely, polygons can be disproportionate in size and local subdivision of the mesh is more effiecient. Also, if the mesh is not deformed in any way, this grants even more freedom to modelling the mesh in terms of a nonquad surface.
When you model an odject, a chair for example, you only care for the chair to be visualy correct, whether in the case of a living creature topology has to be correct so the proper deformations appear when the model is animated. So, in the case of modeling creatures, topology defines the overal mass and muscular structure in combination to the flesh that covers it.
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