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