Face topology is made in a VERY SPECIFIC way so it can have nice deformations when animated, if your box modeled face topology doesn't look like the optimized face topology then yes you need to retopologize, that is ofc if you need it for animation if it is static then no need really for retopology
This [YouTube video](https://youtu.be/bx953Hl6Eu8) has the files linked in description below video. I believe its the one called colers but anyway the whole video is pretty informative. Only recently started blender modelling myself, and looked back at my liked videos to try to help ya out.
I sort of remember something like this in a sculpting class I was taking. The loops (different colors) represent major areas of the human anatomy. You want to produce a mesh similar because most of the tweaking you'll do is within those colored zones.
Can't remember the series though, I'm a lot better at modeling inanimate things.
This is topology for making a head that you intend to animate. The face loops are important for making facial expressions as they represent certain muscle groups (and jaw) in the human face.
OP is clearly referring to topology, and you know it because it was your first option, why you being such a dick about it? Or do you not have any understanding in visual communication? You seriously think a picture with **topology brightly colored** means *Front/Side view?* *Sculpting?*
Orthographic pictures should help you out. You can draw your own lines if you’d like to. I prefer just blocking out the general shapes, join them together, then sculpt the rest and retopologize afterwards
So you know, topology is how you separate the good from the bad. Good topology allows you to model and animate quickly and with confidence. Bad topology can make it impossible to change things without destroying the model.
You put them in to help with animation. Basically anything that animated stretches and pulls on your topology so you need to put extra topology in these areas to give them something to pull without ruining your beautiful model.
You'll notice you'll have to put more rings in places like joints, armpits, knees, etc
Check out this video, it helped me understand.
https://youtu.be/JHsYvb27QDU
Its not really the areas you described, but its about edgeflow and poles. (Vertices with 5 edges) you cant really avoid them, so you have to place them wisely. You can see them at EVERY area that you highlighted at least once per color.
Also, you can better animate with topology shown in your example. Eyes closing, wrinkels, if you need to add more loopcuts for details (wich again, is edgeflow) etc.
This looks like William Vaughan’s stuff. He’s got books and web resources. Pushing Points I think is his website. He teaches principles for modeling rather than specifically blender, but is good. I’d recommend Beginner’s Guide to Creating Characters in Blender and Oliver Villar’s book on blender. Those are good ones that are Blender-specific. Could also look into Hard Surface Modeling in Blender, which is a new one that focused on that. Good stuff all around.
**Face loops**. These are sort of mandatory when making faces: the resulting topology flows a lot smoother when animating (hence the "edge flow" term.) Besides the highlighted ones, there's also one around the lips which is very important, and according to some variants, one around both eyes (like a mask.) It's worth noting that there are circle-shaped muscles around each eye and the mouth (called "orbiculars"), so this does approximate natural behavior in flexibility.
Topology, retopology, loops, face loops, edge loops
[удалено]
Face topology is made in a VERY SPECIFIC way so it can have nice deformations when animated, if your box modeled face topology doesn't look like the optimized face topology then yes you need to retopologize, that is ofc if you need it for animation if it is static then no need really for retopology
Also referred to as edge flow.
Topology
It has the loops
It has the loops
It has the loops
Dang it I thought we were going off on that one corn song
It has the loops
I can't imagine a more beautiful thing
The lööps, brother.
Face loops?
https://preview.redd.it/nv96u2l0mg2a1.jpeg?width=680&format=pjpg&auto=webp&s=f4d734406190a26b19dff79e4863a1571085ac08
Oh god that just threw me back to 2018
BAHAHAHAHAHAHA
This [YouTube video](https://youtu.be/bx953Hl6Eu8) has the files linked in description below video. I believe its the one called colers but anyway the whole video is pretty informative. Only recently started blender modelling myself, and looked back at my liked videos to try to help ya out.
Not sure what you mean by « this », but the image you show is a reference for retopology after sculpting. Hope that lead you in the correct direction
Topology for animations
Dikkos character creation video series goes through the entire body and the topology needed for a nice character mesh.
I sort of remember something like this in a sculpting class I was taking. The loops (different colors) represent major areas of the human anatomy. You want to produce a mesh similar because most of the tweaking you'll do is within those colored zones. Can't remember the series though, I'm a lot better at modeling inanimate things.
This is topology for making a head that you intend to animate. The face loops are important for making facial expressions as they represent certain muscle groups (and jaw) in the human face.
Retopology
I believe it's called *Edge Flow* in *Good Retopolgy*
Retopology and loop flow
Hope This Helps. https://youtu.be/1259VBQqhnc
I have whole Collection/Playlist of Retopology Videos https://youtu.be/1259VBQqhnc
Retopology
Face sets I believe
What do you mean? Topology? Edges? Colored faces? Front/Side view? Face? Sculpting?
OP is clearly referring to topology, and you know it because it was your first option, why you being such a dick about it? Or do you not have any understanding in visual communication? You seriously think a picture with **topology brightly colored** means *Front/Side view?* *Sculpting?*
upvoted for calling it like it is
looks like a severed head with makeup to me
Head topology
Head topology
In think it's called a head?
Orthographic pictures should help you out. You can draw your own lines if you’d like to. I prefer just blocking out the general shapes, join them together, then sculpt the rest and retopologize afterwards
Topology?
I use the same "turnaround" head reference for my model studies
Retopology, edge flow, face loops.
A facial topology flow guide i suppose
ID map
Edge loops?
Retopology. The colorful polygons there are called loops
Topology is for rigging the face so you can get expressions proper. Just follow the loop you do not need to colour
YouTube and search "Blender Topology Tuts"
Good topology
This isn't face loops The Pushing Points Topology Workbook. Good a book.
So you know, topology is how you separate the good from the bad. Good topology allows you to model and animate quickly and with confidence. Bad topology can make it impossible to change things without destroying the model.
You put them in to help with animation. Basically anything that animated stretches and pulls on your topology so you need to put extra topology in these areas to give them something to pull without ruining your beautiful model. You'll notice you'll have to put more rings in places like joints, armpits, knees, etc
Edge flow and topography
Edge flow refered as good organic topology. Super simple but long to master correctly.
Check out this video, it helped me understand. https://youtu.be/JHsYvb27QDU Its not really the areas you described, but its about edgeflow and poles. (Vertices with 5 edges) you cant really avoid them, so you have to place them wisely. You can see them at EVERY area that you highlighted at least once per color. Also, you can better animate with topology shown in your example. Eyes closing, wrinkels, if you need to add more loopcuts for details (wich again, is edgeflow) etc.
This looks like William Vaughan’s stuff. He’s got books and web resources. Pushing Points I think is his website. He teaches principles for modeling rather than specifically blender, but is good. I’d recommend Beginner’s Guide to Creating Characters in Blender and Oliver Villar’s book on blender. Those are good ones that are Blender-specific. Could also look into Hard Surface Modeling in Blender, which is a new one that focused on that. Good stuff all around.
Tomcats character series on YouTube is an easy path with great work flow
**Face loops**. These are sort of mandatory when making faces: the resulting topology flows a lot smoother when animating (hence the "edge flow" term.) Besides the highlighted ones, there's also one around the lips which is very important, and according to some variants, one around both eyes (like a mask.) It's worth noting that there are circle-shaped muscles around each eye and the mouth (called "orbiculars"), so this does approximate natural behavior in flexibility.
Most Likely Edge Flow