The 3D Handbook
Part 4 — Modeling TopologyPage 75 of 248 on the reading route
Key term

Edge ring

A 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.

modelingtopologyselection

An edge ring is a set of edges that are not connected to each other but run in parallel across a strip of quads. Pepribal's Blender reference defines it as "a set of unconnected edges that follow a 'path' defined by the 2 opposite edges of every quad" (BlenderWiki: Mesh topology appendix).

If an edge loop is a rail, an edge ring is the set of rungs on a ladder.

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

#Loops, rings and face loops

The three ideas fit together:

  • An edge ring crosses a strip of quads, one edge per face boundary.
  • The strip of faces between two neighbouring edge loops is a face loop (Blender Manual: Structure).
  • A loop cut adds a new edge loop by splitting every edge in a ring.

So an edge ring is "the edges a loop cut would cut". Selecting a ring shows where a new loop will go.

Left, a flat quad grid with a row of vertical edges highlighted across one row of faces, and that row of faces shaded. Right, a cylinder with its vertical edges between two horizontal loops highlighted all the way round.
The highlighted edges form an edge ring; the shaded strip is the face loop they cross. On a cylinder, the ring runs all the way round.Diagram by the handbook author

#Why edge rings matter

  • Adding loops. Splitting a ring adds a loop where you want resolution, without touching the rest of the mesh.
  • Bevelling and sliding. Selecting a ring lets you scale or slide all its edges at once, for example to space out the segments of a pipe.
  • Support loops. On a hard-surface model, a ring across an edge is where you add support loops to tighten it under subdivision.
  • Diagnosing topology. Like loops, rings stop at poles, triangles and n-gons. A ring that ends unexpectedly points you to a topology problem.

#Rings in production work

The most common professional use of rings is adding support loops on subdivision high polys. Ohle Mathiebe, a weapon artist whose credits include Call of Duty: Black Ops 4, names "not having enough support loops when working with subdivisions" as a common problem: it causes long gradients across edges and curves (80 Level: Weapon Art Tips: High Poly, UVs, Texturing). He also warns that very rough bevels give uneven curve flow that can affect the bake (80 Level: Weapon Art Tips: High Poly, UVs, Texturing). Both are fixed by cutting or sliding the right rings.

A food cart from Johns's trim breakdown. Its edges read as bevelled, but the mesh uses hard 90-degree corners; compare with a subdivided high poly that would need support loops on every edge ring.Matthew Trevelyan Johns, via ArtStation

#Selecting rings in different tools

  • Blender: Select ‣ Select Loops ‣ Edge Rings, or Ctrl-Alt-click an edge. In edge select mode this "selects a sequence of edges that are not connected", running along opposite sides of faces. In vertex select mode the same click selects the corresponding face loop. A ring selected in edge mode can disappear when you switch to face mode, because no face has all four edges selected; switch to vertex mode first (Blender Manual: Select Loops).
  • Maya and 3ds Max: both offer ring selection alongside loop selection. Check your version's help for the exact command and shortcut.

#Common mistakes

  • Confusing ring and loop. If your loop cut appears at right angles to where you expected, you selected along the wrong direction.
  • Losing a ring when changing select mode in Blender (see above) (Blender Manual: Select Loops).
  • Expecting a ring to pass a pole. It stops there, just like a loop.

edge loop · support loop · pole · topology · box modeling

#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. Ohle Mathiebe (interviewed by Kirill Tokarev) · Weapon Art Tips: High Poly, UVs, Texturing · 80 Level, 2019 · article · accessed 2026-10-22
  4. Matthew Trevelyan Johns · The Last of Us: Part I...Trim Pipeline · ArtStation · web · accessed 2026-10-22
  5. Blender Foundation · Select Loops · Blender Manual (3.3, German edition), 2022 · docs · accessed 2026-10-20

Last updated 2026-10-22