3D Topics - Basic Topology Control
Getting Started with Modeling
Where To Start
Model topology can be an extremely complicated subject. Arguably, one of the most complex, yet also most fundamental to all other aspects of animation.
For now, when starting off with modeling, we should simply prioritize use of quads.
That is, try to avoid triangles and n-gons as we create our first models.
We can incorporate more advanced topics later as we learn.
But for now, simply sticking to quads can be difficult as we get started.
For this task, biggest initial challenge is figuring out how to maintain quads as topology density changes through the model.
The following video gives a good rundown on this. But essentially, as we travel through our model, certain areas may need more or less detail. We need to be able to account for that, changing the density of faces while still maintaining quads throughout.
After watching this video, try making several quick models. They don't have to resemble real-life objects, so long as different parts of the models have varying mesh density. Similar to the video, practice retaining quads while creating that density variation.
This might seem weird to do now, but it really is a foundational concept for nearly everything that comes later. The better you understand this, the easier everything else will be later.
Feel free to also reference the below sheet, for examples of common layouts to retain quads.