The 3D Handbook
Part 4 — Modeling TopologyPage 74 of 248 on the reading route
Key term

Edge loop

A chain of connected edges that runs straight through quads, vertex to vertex, until it closes on itself or hits a pole or border.

modelingtopologyselection

An edge loop is a chain of connected edges that passes straight through a run of quads. Pepribal's Blender reference defines it as "a set of connected edges which follows the middle edge in every 4-way junction" (BlenderWiki: Mesh topology appendix).

At each ordinary vertex, four edges meet. The loop enters on one edge and leaves by the opposite one. The Blender Manual describes the same idea: each vertex on the loop has exactly two neighbours that are not on the loop (Blender Manual: Structure).

Two cylinders: one with a horizontal edge loop highlighted, one with a ring of vertical edges highlighted.
Left: an edge loop, edges joined end to end all the way around. Right: an edge ring, the parallel edges that cross one row of faces.Rendered in Blender 5.2 (Cycles) by the handbook author

#Where loops end

A loop keeps going until one of three things happens:

  • it closes, arriving back at the edge it started from (a ring around a cylinder, or around an eye);
  • it reaches a pole, where there is "no unique way to continue" (Blender Manual: Structure);
  • it reaches a border of an open mesh.

Loops that do not end at poles are closed and split the model into two parts (Blender Manual: Structure).

Left, a quad grid with one horizontal row of connected edges highlighted from border to border. Right, a smaller grid with a row of parallel vertical edges highlighted across one row of faces.
Left, an edge loop: connected edges, end to end. Right, for comparison, an edge ring: parallel edges that are not connected. See the edge ring page.Diagram by the handbook author

#Why edge loops matter

  • Adding resolution. A loop cut inserts a new edge loop along an edge ring, adding detail exactly along one band of the mesh.
  • Controlling subdivision. Extra loops close to an edge keep it sharp under subdivision; removing them softens it (Blender Manual: Subdivision Surface Modifier). These are support loops.
  • Deformation. Loops are "a prerequisite for organic character animation" and should follow the lines along which the surface bends (Blender Manual: Structure). See edge flow.
  • Fast selection. One click selects a whole loop, which makes it easy to scale a band, bevel a rim or mark a UV seam.

#Edge loops in shipped game meshes

Static environment meshes use loops differently from characters. EMC3D's analysis of God of War environment art has chapters titled "Quad usage", "Dotted Edge Loops?" and "Using Triangles" (YouTube: Why Does God of War's 3D Environment Art…). The separate chapter on triangles indicates that AAA environment meshes do not follow the character-modeling ideal of unbroken loops. One of the artists the video names, Nate Stephens, posted wireframes of a God of War III level he built alone, doing "all modeling, sculpting, texturing, layout and lighting" (ArtStation: God of War 3 - Environment Art; YouTube: Why Does God of War's 3D Environment Art…).

A shipped level in wireframe. Trace a few loops: where do they run all the way round a form, and where do they stop? Nothing in a static level bends, so the artist only needed loops where they shape the surface.Nate Stephens, via ArtStation
Watch the "Dotted Edge Loops?" and "Using Triangles" chapters to see how a AAA environment team breaks loops on purpose. Watch on YouTube

#Selecting loops in different tools

  • Blender: Select ‣ Select Loops ‣ Edge Loops, or Alt-click an edge (Shift-Alt-click to add to the selection). Works in vertex or edge select mode. The selection stops at poles, and a second loop-select on a border edge selects the whole boundary (Blender Manual: Select Loops).
  • Maya and 3ds Max: both offer loop selection and loop-cut tools. Shortcuts and menu names differ between versions, so check your version's help.

#Common mistakes

  • Expecting a loop to pass a pole. Loops stop at poles. If a loop selection stops early, look for a pole or a triangle in the way.
  • Loops through triangles or n-gons. Loops only continue through quads, so n-gons and triangles break them.
  • Too many loops. Every loop runs around the whole mesh. Add loops only where they change the shape or the shading.

edge ring · support loop · pole · edge flow · topology · quad

#Further reading and watching

References

  1. Pepribal · Mesh topology appendix (User:Pepribal/Ref/Appendices/MeshTopo) · BlenderWiki (archived user pages) · web · accessed 2026-10-20
  2. Blender Foundation · Structure · Blender Manual (2.93), 2021 · docs · accessed 2026-10-20
  3. Blender Foundation · Subdivision Surface Modifier · Blender Manual (2.83), 2020 · docs · accessed 2026-10-20
  4. EMC3D - Game Art · Why Does God of War's 3D Environment Art Looks Like This? · YouTube, 2024 · video · accessed 2026-10-22
  5. Nate Stephens · God of War 3 - Environment Art · ArtStation · web · accessed 2026-10-22
  6. AlexG · Maya Beginner Tutorial Series 12/17: Difference Between Triangles vs Quads vs NGons · World of Level Design, 2025 · article · accessed 2026-10-22
  7. N-Gons · CG Cookie forums, 2025 · forum · accessed 2026-10-22
  8. Blender Foundation · Select Loops · Blender Manual (3.3, German edition), 2022 · docs · accessed 2026-10-20

Last updated 2026-10-22