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When working in the VFX industry as a modeler, you are oftentimes required to model with a sub-dework flow.
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This basically means that when rendering the object a sub-serve modifier is applied to your mesh.
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If you've ever used this modifier,
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you know that adding this will bring out all the bad topology in your mesh,
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and you have to add supporting edge loops to keep the shape.
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If you're not doing it right, this can leave your mesh very messy.
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That is why I've put together this list of seven tips on how to handle your topology.
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Tip number one. Let's say we have this simple corner. When adding a subsurf modifier,
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it completely loses its shape, so we have to add supporting edge loops.
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A lot of people leave it like this, which might work for this simple example,
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but with a more complex mesh, it gets very messy very quickly.
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As you can see, we have three edge loops close together where we don't need them.
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This is especially bad, we have a curved shape right besides, where it's important to have an even distance between edge loops.
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Also, if we apply the modifier you can see that the distillation is much more dense in these areas,
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which might cause problems when adding a displaced modifier or deforming the mesh.
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Luckily there's an easy fix to that.
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In edit mode, press K for the knife tool and cut the diagonal edge from the corner, like this.
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You can now delete the inner edge loops on both sides.
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Now your edge work goes around the corner.
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When applying the subsurf modifier, the tessellation is much more even.
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Here's an example on where I used this method.
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As you can see, I'm using it very often, which makes the topology of my model look very clean.
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Tip number 2
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For this next tip, let's create UV sphere and extrude some faces.
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If we add a sub-serve modifier, everything gets smooth,
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so you might think to use creasing to sharpen the edges.
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This might totally be enough for what you needed for.
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In VFX though, this is not really the way to go.
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First of all, you can see that the smooth shading looks a bit weird on the edges.
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Also, creasing might cause problems when exporting the model to other software,
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since it might not be supported there or work a bit differently.
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So let's instead use supporting edge loops.
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We now again have these corners, which we know how to fix from the previous step.
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But let me show you a different method for adding the support edge loops.
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Go to Select > Select Sharp Edges.
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Alternatively, you can select them by hand.
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Now press Ctrl+B to battle them.
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In the settings, set the shape to 1 and the segments to 2.
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Also change the miter outer to arc, which will create this corner for you.
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With a knife tool you can now simply connect it like this, which will get you the same result as tip
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number one. Now the topology looks fine but you have this weird pinching in the corners. Obvious
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pinching is very common on curved surfaces if you don't have enough topology. In most cases you can't
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Let's add a new sphere, but this time apply one level of sub-serve modifier first.
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Now as before extrude some faces out, select sharp edges and battle them.
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As you can see, there still is pinching, but it is much less obvious as before.
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Of course, you could increase the topology even more, but depending on what material
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this object gets and from what distance it is seen, this might already be enough.
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If you now compare it with the creased version, it looks a lot cleaner.
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Of course, you could enable auto smooth, which will get rid of the rear shading, but this
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will also introduce some sort of pinching and make the edges perfectly sharp, which looks
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very unrealistic.
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Tip number 3.
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Let's say you have this very even tessellated mesh, but for some reason you need a lot of topology in just one area.
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To have these extra edge loops not go through your whole mesh, there's a simple trick.
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Select the two neighboring vertices and move them back.
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Now connect the outer vertices to cover and remove the inner edges.
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Alternatively, you can use the knife tool and do it like this.
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If that still isn't enough, you can just do it again.
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I used this tip in this example where I needed the topology for the buttons but didn't want
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Tip number 4
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The next tip is not really an easy solution to a problem but requires a bit more work.
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So let's say you have a curved surface and you want to have a round cylindrical shape indented in there.
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So you might add a cylinder, set the vertices to a really high number and then just use the Boolean modifier set to difference to eat away from the surface.
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For a lot of cases this is quite enough but when using a subdue workflow it isn't.
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So let's instead use a cylinder with much less vertices.
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I mostly try to stick with numbers that are a power of 2.
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If you move the cylinder in place it should roughly have the same spacing between edges as the sphere.
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Now again use the Boolean modifier set to difference.
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In this simple symmetrical example I can use a mirror modifier to save some time.
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You might not be that lucky in your case.
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Let's now start by connecting the vertices of the cylinder to some close edge loops of the sphere.
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On the left side I want them to go left, on the top they should go up.
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Let's do the same for the bottom part.
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I can now delete some of the edges I don't need anymore.
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In this area we could simply make a triangle out of this,
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but since it's very easy I would just have it flow like this to keep it quads.
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Same below. There's no step-by-step guide that always works in these cases,
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but after doing it a few times you start to see solutions to how your topology could flow.
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When you're done you can battle the edges with a shape set to 1.
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Let's apply the mirror modifier and use grid fill for the hole.
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We can now easily add a sub-serve modifier in the mesh stays in shape.
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Tip number 5
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The next tip again is a simple one. If you've ever tried to use a sub-serve modifier on a UV sphere,
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you might have noticed that the top and bottom will get this ugly star shape.
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If you added a displacement modifier with a simple cloud texture, this is even more obvious.
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There are two simple workarounds for that. Instead of using a UV sphere, you could use an
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icosphere. When subdividing it, the triangles turn into quads. We can apply the modifier and then use
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the 2 sphere function to make it actually round. If you use the same display modifier, you can see
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that it works quite nice and we don't have this ugly star. Alternatively, you can subdivid
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The cube and again use the to sphere function to make it perfectly round.
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This will get you an even tassellation without the weird problems on the ends.
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Tip number 6
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This next tip is for a mesh that splits into two.
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If we give it some supporting edge loops, we have the three edges going into three directions.
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To fix that, we can make these two edges meet in the center by using the knife tool.
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We can now delete these edges which already looks much cleaner.
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To not have these two edges that close together, we can add an edge loop in the center and
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then draw it like this.
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Tip number 7.
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Let's say we want to have a cylindrical shape come out of a surface.
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You might want to do it with a Boolean modifier set to union, but this will not work in a subdue
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workflow.
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At least you then have to fix the topology by hand.
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Luckily there is an easy trick.
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For that you first have to activate the loop tools add-on which comes with blender.
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In the sidebar under edit we then have the loop tools panel.
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We can now select some phases, inset them with eye and then press circle in the sidebar, then
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just extrude it and give it some supporting edges.
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If the surface is curved, you need to deselect the flatten option, otherwise this will destroy
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the curvature.
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You can also play with the other options if you run dual-weird problems.
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I hope this step will help you model with a sub-d workflow while still keeping the mesh
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very clean.
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[MUSIC]
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