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File: 316 KB, 1920x1200, topology_guides_2_poles_edge_flow.png [View same] [iqdb] [saucenao] [google]
983113 No.983113 [Reply] [Original]

I see a lot of people saying that they don't need topology in Maya. How does that work? How does Maya handle subdivision? How do meshes generated by Maya look like? What does Blender lack in terms of modeling tools since its users need to resort to topology knowledge?

>> No.983220

We don't need a topology simply because we have a no-topology workflow enabled by default.

>> No.983221

Anon, just use the no topology workflow like everyone else.
No need to go back to medieval ages.

>> No.983222

Enable no topology workflow.

>> No.983223

I don't understand why anons don't use it

>> No.983224

What's that? How does that work?

>> No.983226

What does Blender lack in terms of modeling tools since its users need to resort to topology knowledge?

Blender is designed as a tool for hobbyists, and as such, you may find yourself spending over $600 on plugins to make it function like a lobotomized version of Maya or Max. However, you may soon realize that most of these plugins will become incompatible with the next update

>> No.983233

I know I'm being trolled but please tell me the exact name of a tool in Maya that bypasses topology and which Blender lacks

>> No.983240

Its called no topology workflow anon, I don't know if blender has it

>> No.983276

Unreal Engine 5 triangulates everything on import, so it doesn't even matter. Anything related to topology -> intro the trash it goes way before it hits the screen anyway.
And somehow Blender people still insist that models have to be all quads to be "game ready assets". That's you brain on Blender.

>> No.983281

I only found one video about it with 80 views which boils down to "remesh your object into a fuckton of tris so you can bend it", also ignore small shading artifacts. This doesn't seem helpful.
How does your 3D software deal with animating characters without topology?

>> No.983283


>> No.983284

There no issues with animating characters made of triangles. In fact all current games do so.
The bottom line is that your ALL QUADS grift is coming to an end.

>> No.983285

I skimmed through the video, he just uses some basic tools. He avoids topology by using dynamic topology which creates a lot more geometry than needed.
Yes, you can animate those models if they are dense in tris.

It think I'm seeing the general pattern here. Ignore the poly count and make your mesh so bloated you can't see any artifacts.

>> No.983286

I forgot to say, good luck animating how the face skin moves when smiling without proper topology backing the wrinkles up. If you have the proper topology then the wrinkles show up by themselves when animating. Moving the tris manually to animate them seems like a massive chore.

>> No.983287

No. You don't understand. There are no issues with triangles and you don't have to have too many of them.

>> No.983288

Show me how would you animate face wrinkles on a face composed solely of remesh triangles

>> No.983289
File: 2.75 MB, 1200x675, deform_example.gif [View same] [iqdb] [saucenao] [google]

Also show me how would you avoid the problem of misaligned tris while animating without remeshing so much the artifacts become almost invisible

>> No.983290

If a games uses Nanite, which most AAA games out there right now do, your models don't only get triangulated at import, they also get dynamically re-triangualted to accomodate stuff like real bump mapping.

>> No.983291

You keep avoiding the question about wrinkles.

>> No.983292

Because it's a nonsensical question.

>> No.983293

You've never animated anything in your life. Your dependence on Nanite bloats modern games and makes the animator's life a nightmare.

>> No.983294

I post (and I've been posting) animation made with triangulated models made in Blender around here for a year now. I don't say it every time because you ALL QUADS cultists get so worked up every time but the truth is that all the issues you may have with triangles are due to EEVEE and Cycles rendering bugs, out of which you've managed to create a religion. But then again, it's coming to an end because high quality static and animated assets created entirely within Unreal Engine have already been demonstrated.

>> No.983295

Slay those topology chuds and show them your all-tris face animation with proper wrinkles made in Maya!

>> No.983296

the square ring one is for modeling buttholes and pussy holes, isn't it?

>> No.983300

Wrinkles are dinamically triangulated to proper simulation, simulating in quads is retarded.
Just use Maya no topology workflow and when you need to use it on another software like unreal, convert it to topology mesh and if you really need an specific topology use automatic retopology tools on Maya.
Either way it's converted to triangles in the software.

>> No.983302

You render tris but the deformation is defined by actual edge flow.

>> No.983313


>> No.983314

Surprisingly no. The topology for the pussy and asshole is more complex than that. This is for more for things like pockets, buttons, the eyes and mouth.

>> No.983316

No. There is no such thing as "edge flow". The deformation is entirely defines by nearest vertices and the nearest edge orientation.

>> No.983317

>No. There is no such thing as "edge flow". The deformation is entirely defined by [proceeds to give a roundabout definition of edge flow]

>> No.983319

wtf I thought the newest Maya solved topology?

>> No.983322

If you don't want to understand, you're not going to understand. It's fine with me.
That's a nice showcase of how little topology actually matters for animations or anything else really.

>> No.983578

He won't because it doesn't exist

>> No.983605

>I see a lot of people saying that they don't need topology in Maya
Nah, it's just one troll messing with my topology thread.