WEBVTT

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With the basics covered, it's time to plan out our topology.

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I can generally recommend doing some amount of preparation instead of just winging it.

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You will have an easier time solving this puzzle that way.

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And to show how important a bit of preparation is,

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I will guide you through my thought process of retopologizing the face,

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one of the most complex areas in my opinion.

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If you know how to tackle that, you know how

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to basically retopologize almost anything.

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It's also good to mention that my terminology so far and in the rest of the chapter

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is pretty much a wild mix from other artists and what I came up myself.

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There's no commonly agreed on terminology,

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so I'll at least make sure that mine is well explained and consistent.

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For the planning, I'll use the sculpt of rain after the expression tests were made

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and withdraw overs from the annotation tool.

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With this, we will determine the goals and minimum requirements of our topology,

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especially from what we learned in chapter 3.

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First off, we start with the general edge flow.

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This is often the same across humanoid characters or even most animals.

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There are circular loops going around the eyes,

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eyelids, nose, and mouth to support the general shape.

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There's also a loop going around the chin,

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last line and into the nose bridge to frame the mouth and the nasal area.

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The edge flow is also roughly aligned with the movement of the muscles in those areas,

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not just the shapes.

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Lastly, there's a loop along the jaw, ear, and temple

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and then the forehead to frame the face and follow the shapes and the muscles there.

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I made a separation in the middle since the other side will just be symmetrical,

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so we'll just use the mirror modifier,

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but this is the most basic outline that most faces will follow.

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Next up, we have our landmarks.

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These are areas that for specific reasons need to match a certain structure.

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In this case, there are the eyebrow objects on top of the face,

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which I want to match as closely as possible with the topology on the face.

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This way I can be sure that the skin and the eyebrows will deform in unison.

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If you would use hair simulation and grooming,

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then this is probably not as important.

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It's really if there are two separate objects on top of each other.

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You might also have big piercings, a nasty scar with stitches, or any other landmarks,

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but these are only meant to provide enough geometry to move with other objects

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that are attached, not to model other objects into them.

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Stitches, piercings, eyebrows, etc. should be kept

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separate to not make the topology too complicated.

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Following the general shapes is the first thing.

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The next important thing is capturing specific surface details.

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We can outline the primary creases,

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which are hard edges that need to be captured by the topology.

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This is usually achieved by having one or two proximity loops

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next to the hard edge to keep it sharp while subdivided.

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Tight to this idea are the secondary creases,

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which are only becoming sharp when the area is getting compressed.

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You can base these on the muscle movement and expression tests that we sculpted.

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For this, there also needs to be one or two proximity loops,

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but spaced out more to keep the surface smooth by default.

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Only when, for example, firing off a muscle to smile

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do the secondary creases become sharp by compressing the loops together.

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But to make this possible, the loops need to be there and ready.

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But now that we talked about the deformations of the mesh,

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it's good to give an ideal structure to the areas that will articulate the most.

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These are, for example, the brows, eyelids, and lips,

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which can deform in various ways based on the expression.

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To make the deformations as clean as possible,

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there need to be at least three loops to define any arc or curvature in these areas.

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What I'm talking about now is basically based

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on the three-curve principle by Brian Tindal,

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which I can highly recommend if you want to dive deeper into the subject.

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So there need to be one mid and two end loops for each brow,

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eye, and the mouth with a horizontal separation in the middle.

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But just like adding curve handles will give you more control,

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each of these loops should have two loops next to them.

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From there on out, more loops can be added if needed

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by the deformation or curvature of the surface.

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But try to keep this three-curve structure

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and the amount of loops symmetrical vertically and even horizontally.

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The rest of the loops that go perpendicular to these articulation loops

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should just be to keep the curvature of the surface intact.

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For example, for the closed eyes or stretched and compressed expression,

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there need to be enough loops to keep the structure of these shapes standing

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and not end up with too stretched or flat surfaces.

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But with all of these pieces of the puzzle, how do we connect them?

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This is where the strategic placement of Poles comes in.

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What we want to do with them is to redirect

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these lines into square and circular patches.

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The Poles should be placed away from the creases and hard edges

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and instead on surfaces that stay mostly flat,

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won't deform heavily or are hidden by other geometry.

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With these Poles placed, we can connect the dots

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and define specific patches to guide all of the

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other lines in the right direction without conflicts.

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So for example, by placing some Poles,

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we can create a square patch inside or next to circular ones.

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It's important to actually connect the Poles and not spiral them off.

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This way, we have very clearly defined square and circular patches

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in a constant ebb and flow next to each other and within each other.

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Bringing this all together in modeling, you should end up with something like this.

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I call it the patches to make the structure more clear.

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But this is very much an open-ended puzzle

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since there is no gold standard for retopology.

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This retopology can be reused for multiple characters,

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but some might need some special attention and different implementations.

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For example, if you would want to add some more loops below the eyelids

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and between the brows to get more definition,

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you could add another circular patch like a hero mask.

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If you look online at other artists' retopologies,

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you will find many different solutions to the puzzle.

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But as long as you understand the principles and what is needed for your character,

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then you can pretty much retopologize anything.

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Of course, in an actual production environment,

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there is an extra chaos factor.

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This planning and execution is pretty much an ideal scenario,

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but there might still be some changes and last-minute adjustments,

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or the time available is only very minimal.

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You might want a couple more loops in the brow area

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for frowning, and you add a diamond and try to hide it.

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It's a bit ugly, but you can make it work.

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There could also be a little graveyard below the jaw

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where the arcs are just wide enough to not be too noticeable.

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Also as a side note, I drew the arc the wrong way.

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Loops would be coming from the face and redirected back into it.

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So just to clear that up.

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Extra pulse to lead some more loops into an

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area where you need them is also very common.

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Or some areas might lack extra pulse,

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which makes the available loops a bit thin.

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The better the topology, the better the animated outcome will be.

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But placing more pulse comes at a cost of more stretching and pinching.

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That's the tricky part of the puzzle.

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In the next videos, I'll demonstrate how to retopologize the face in practice

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to get to the results you see on the screen right now.
