The 3D Handbook
Chapter

Topology

Read these pages in order, or jump to the one you need.

  1. TopologyTopicHow a mesh's vertices, edges and faces are connected; "good" topology depends on whether the mesh will deform, be subdivided, be baked or be rendered as it is.
  2. Edge flowTopicHow a mesh's edge loops follow its form and the way it bends; vital for characters and subdivision, much less important on static props.
  3. PoleKey termA vertex where three, or five or more, edges meet; poles stop and redirect edge loops and affect how a surface subdivides.
  4. Edge loopKey termA chain of connected edges that runs straight through quads, vertex to vertex, until it closes on itself or hits a pole or border.
  5. Edge ringKey termA set of parallel, unconnected edges that cross a strip of quads, each on the opposite side of the same face; the path a loop cut follows.
  6. Face loopKey termA continuous row of faces lying between two neighbouring edge loops; the strip you select to extrude bands, assign materials or add a loop cut.
  7. Support loop (holding edge)Key termAn extra edge loop placed close to an edge so that it stays tight when the mesh is subdivided; the alternatives are creases and bevels.
  8. Smoothing, hard edges and smoothing groupsTopicHow vertex normals decide whether an edge shades smooth or sharp, how 3ds Max, Maya and Blender control it, how engines import it, and why hard edges must sit on UV seams for baking.