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When pressing Ctrl + Alt + RtMouseButton to see what the topology is then seeing it is not travling in the direction one wants. How to I figure out what to do to redirect it to the path I want it to take?

take this image for example. Say I want it to have topology so that it follows under the breast then upwords so it has a bra strap effect.

what are the rules of thumb to know where to cut it and re-attach the squares to get the desired effect?

enter image description here

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I have it torn down a bit now, trying to figure this out.

I'm not totally sure how important how the topology is set up on a modle, because I have seen more then one pattern for the same area. This leads to confustion. I have not gotten past this phase yet into the adding color, texture, then boning of a modle to know how the boning effects whatever way it was topolog-ized prior to adding a bone structor to the modle.

I just do not want to run into a problem when adding bones then finding the movment is not life like. Having the modle bend in odd ways.

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    $\begingroup$ If you could upload your file and add a drawing of the wanted topology on the picture, that can help to answer. You can upload your file here blend-exchange.giantcowfilms.com $\endgroup$
    – lemon
    Aug 26, 2016 at 13:36
  • $\begingroup$ @lemon added information requested to main post. $\endgroup$
    – uxserx-bw
    Aug 26, 2016 at 14:12
  • $\begingroup$ Normally, a retopo can rely on the original model. If you have kept the one without the holes (like in your last picture) I could rely on it, so that I don't modify its shape... here, as there is holes... I cannot guaranty it will have the exact same shape. Please tell me if you can do that or not before I do it $\endgroup$
    – lemon
    Aug 26, 2016 at 15:33
  • $\begingroup$ By the way... why do you want to change it like that ? In order to have clothes at this exact same place ? $\endgroup$
    – lemon
    Aug 26, 2016 at 15:35
  • $\begingroup$ @lemon I have no idea what I am doing. this is my first attempt at this. $\endgroup$
    – uxserx-bw
    Aug 26, 2016 at 15:54

2 Answers 2

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For proper Retopology, it is recommended to keep the original mesh as a mere foundation of the shape. And then start with a new object from scratch and apply the desired topology.

Here is a relatively easy way how to do good retoplogy without using any third party addons:

  • Step 1: Create your Base Model. The Toplogy is unimportant at this point. It also can be a sculpted mesh with a high polycount. But make sure it does not slow your system too much down:
    enter image description here
  • Step 2: Create a new object and open the edit mode.
  • Step 3: Enable "snap during transform" and set it to "Face"
    enter image description here
  • Step 4: Select a vertice point and hit G. Snap it to the desired position.
    enter image description here
  • Step 5: Form the desired shape of your topology.
    enter image description here
  • Step 5: Continue to form the topology and connect edges.
    enter image description here
  • Step 6: Go on until you are done.

    Also here is a list of some good topology references: https://de.pinterest.com/demons_fate/mesh-toplogy/
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Rotate Selected Edge

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You will have options for Clockwise or Counter Clockwise.

5 edge poles affect flow in your topology. You already have 5 edge poles for changing flow in your model. Sometimes extrude or inset produces 5 edge poles. This tool will allow you to experiment with more 5 edge poles easily and quickly. You can undo quickly as well. Edit mode for the mesh.

Control+e .... Control+e brings up the menu..

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Below two operations of rotate edge on a symmetrical plane grid. The result is a flow change as illustrated. Technique, not artistry, is demonstrated. Note the production of 5 edge poles.

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