Non-manifold geometry is when you cannot take your polygonal object and unfold it to make it flat. To get good deformation you must create a topology that is fit for purpose with the essential edge loops For characters that are more cartoony or stylized, you may have more room to maneuver but either way, I highly recommend that you get a good solid grounding in anatomy.
#Maya 3d character modeling skin#
Also, studying the skin flow and where creases occur can be a great starting point to base your edge flow on. Following anatomical landmarks and the natural flow of the muscles will give you a more realistic result if the mesh is to deform. If you are aiming to model a realistic character, it is best advised to study anatomy. Sounds simple, but controlling the flow can be a tricky affair.
![maya 3d character modeling maya 3d character modeling](https://webneel.com/sites/default/files/images/blog/maya-models.jpg)
Using the Sculpt Geometry tool will help to even out the edges of your model Step 3: Edge Flow TopologyĮdge flow topology is the direction in which our edges are flowing. Setting its Operation to Relax should allow you to iron out the edges. To help you get the geometry uniform, Maya has the wonderful Sculpt Geometry tool. You will also get less distortion when applying textures, although the importance of good UVs will also be a factor in this. Doing this makes weight painting at the rigging stage easier and leads to better deformation during animation. Uniform geometry means that we are trying to keep our polygonal faces as square-like as possible, and space them as evenly as we can across the surface.
![maya 3d character modeling maya 3d character modeling](http://create3dcharacters.com/files/content/modeling/mayaModeling_01/maya-modeling-zanzi/promo.jpg)
The joys of quads and the terror of N-gons Step 2: Uniform Geometry Taking a model that is predominantly made of quads will also transfer better to packages such as ZBrush and Mudbox. When subdivided, N-gons can cause pinching in the renders and can be a pain when weight-painting during the rigging stage. N-gons, on the other hand, should be a no-go zone. If you need to use tris, then it is best to try and hide them in places where they are less likely to be seen, such as under the groin or armpits on a character.
![maya 3d character modeling maya 3d character modeling](http://img.cadnav.com/allimg/141127/1-14112H30227.jpg)
Generally, they subdivide more predictably, deform better during animation and you encounter less texture distortion. Out of the three of these, it is highly recommended that you try to keep everything in quads. So what is the difference between a quad, a tri and an N-gon? Well, a quad is any four-sided face, a tri will have three sides and an N-gon will have anything more than four. On top of this, well-executed topology produces fewer artefacts during render time. If the geometry needs to be taken into a sculpting package or animated, a clean mesh is crucial. Introductionīefore we start modeling, I just want to touch on some basic but essential polygonal modeling theory. Before jumping into the deep end with modeling, let's take a look at some modeling theory in the shallows.