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CGC Guide The Art of Good Topology

The document provides a comprehensive guide on mesh topology in Blender, emphasizing its importance for effective 3D modeling across various applications such as gaming, animation, and 3D printing. It covers the characteristics of good and bad topology, the significance of edge loops and poles, and the use of different polygon types, while also introducing essential modeling tools and techniques. Additionally, it offers problem-solving methods to address common modeling challenges.

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0% found this document useful (0 votes)
107 views16 pages

CGC Guide The Art of Good Topology

The document provides a comprehensive guide on mesh topology in Blender, emphasizing its importance for effective 3D modeling across various applications such as gaming, animation, and 3D printing. It covers the characteristics of good and bad topology, the significance of edge loops and poles, and the use of different polygon types, while also introducing essential modeling tools and techniques. Additionally, it offers problem-solving methods to address common modeling challenges.

Uploaded by

John
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Welcome to the Art of Good Topology

When you’re diving into 3D modeling in Blender, one of the most important things to get a
handle on is mesh topology. It’s a fancy way of saying how the building blocks of a
model—vertices, edges, and faces—are arranged to create a shape.

Whether you’re working on game assets, animating for a movie, or preparing something for 3D
printing, having good topology can make or break your project. And here’s the thing: it’s not just
about making the wireframe look pretty, it’s about making sure your model works for its intended
purpose and works well.

In this guide, I’ll break down what makes topology “good” or “bad,” and we’ll look at how to
make edge loops and poles work for you (instead of against you). Plus, you’ll get a rundown of
the different types of polygons—tris, quads, and n-gons—and when to use each.
I’ll also walk you through some of Blender’s essential modeling tools so you’ll be well on your
way to creating models that are clean, efficient, and flexible. So, let’s get started and take the
mystery out of mesh topology!

What is topology?

Mesh objects are made up of vertices, edges, and faces, which we call components. The
components can be arranged in several ways to create any given shape, and we call that
arrangement the topology.

Good topology
The topology of a mesh determines what we can do with it. At the end of the day, a model is
created to be used for something like a game, an animation, a 3D print, a product pitch, a UI
element, or whatever. There are so many uses for 3D these days, and what the use case is
determines how the mesh should be constructed.

For example, in a game asset workflow, you want to get the most detail you can with the least
number of polygons. In a visual effects workflow, polycount is less of an issue, and you may be
more concerned about its quality when subdivided and how easy it is to make changes. In 3D
printing, you may not care about polycount too much either, but you do care that the model is
one solid watertight object.

So, when talking about topology, it’s important to realize that what might be considered good
topology in one workflow or step in a workflow might be considered bad topology in another. As
you get further along your journey and start to specialize in a field, you’ll learn all about the
requirements for your specific use case and how to tailor your modeling accordingly.

Good topology is more important for the effectiveness of the end result than
whether the wireframes look pretty.
Good topology is when the mesh components efficiently define the intended shape and can be
easily manipulated.

Efficient topology means not wasting a ton of polygons where you don’t need them. Beginners
often add loops to define details, which is a good thing, but then those loops often run all the
way around the model and needlessly complicate, or, even worse, actively disfigure other areas.
Part of learning good topology is learning how to keep details localized and how to control the
density of the mesh so that there are more vertices where you need more detail and fewer
vertices where you don’t.

The intended shape part of the definition refers to matching your edge flow with the anatomy of
the detail you’re creating. If you’re creating a curve, you need to have edges that follow that
curve. This is pretty intuitive, but what people usually get tripped up on is the opposite - having
edges that also follow a path that does not match the anatomy. This creates what I call
unintentional details, which can make your model look significantly worse.

Another part of defining the intended shape is supporting how the shape might need to change
over time when animated. If it needs to bend, squash, or stretch, good topology supports that
movement rather than works against it.
The intended shape also refers to the final shading of the model. Good topology results in good
shading, and bad topology, even if it looks like it creates the same shape, won’t look as good
when rendered. So, there are some cases where you might think you have a materials issue,
but the root cause is actually a modeling issue.

The last part of the definition mentions easy to manipulate as one of the traits of good topology.
Sometimes, easy and fast to work with topology can be better than topology that’s technically
better but a giant pain to adjust. For the most part though, easy to manipulate means keeping
things non-destructive, using modifiers for as long as you can, and keeping parts as separate
objects so you can make changes quickly. When you’re finished modeling though, it can
sometimes mean applying modifiers and combining objects so that the model is more
performant and faster to animate.

And while not technically part of topology, things like object organization, proper parenting, and
having smartly placed origins and local orientations all make a huge difference in how effectively
you’ll be able to model.

Bad Topology
I also want to point out some things that are generally considered bad practice in any workflow
that you should try to avoid.

First, broken faces. This happens when you push part of a quad or n-gon too far in a non-planar
direction, and the triangulation under the hood becomes obvious. If you need an edge along a
detail, it’s better to set it explicitly.

Along with this, you should also avoid concave quads. They subdivide horribly, create shading
issues, and cause confusion when working with edge loops, so they’re pretty much never a
good idea. If you need to, split the quad into two triangles or try to rework the area so all the
quads are convex.

Really long, thin faces are also generally bad because they’re difficult to work with, often result
in bad shading, and they can cause a performance hit in render engines.

Extremely dense geometry is also pretty bad. Of course, sculpts and scans might come that way
out of necessity, but to actually turn that into something usable with the process of retopology is
a really important step. Also, by the way, even when sculpting, higher polygon count does not
always equate to higher quality. Like Einstein said, keep things as simple as possible and no
simpler.

Lastly, there’s a term called manifold geometry, and it refers to meshes that are completely
watertight and have an unbroken surface. You definitely don’t need all of your meshes to be like
this, unless you’re 3D printing. I certainly don’t worry about having holes in my mesh or giving
every single object thickness.

But some other things that fall under the category of non-manifold, which you should absolutely
avoid, include having inconsistent normals, having loose edges or vertices floating around the
model, having exactly overlapping components, having internally connected components (which
can cause a LOT of problems), and in general any time where the back of a face is connected
to the front of a face. Those are all recipes for frustration and it’s best to avoid them.

In general, though, bad topology is any topology that makes your end result look worse or
perform less effectively.
Edge Loops and Poles
The main thing to look at when evaluating topology is the model’s edge loops.

Loops are what define the details of the model. They need to flow along the detail in order to
represent it correctly. If the loops flow against the detail, they will create unwanted artifacts or
result in a mushy shape.

Loops can be directed using poles, which are vertices with 3, 5, or more connections. Poles are
the points at which adjacent loops can split off from each other and head in different directions.
By placing them well, we can ensure our loops run along the details we want to define.
It’s considered best practice to avoid six or more sided poles when possible, since they tend to
collapse when deformed and create pinching when subdivided. Three and five-sided poles,
however, are extremely common.

Using Triangles, Quads, and N-Gons


Each type of polygon has unique properties that can help or hurt the topology, depending on the
situation.
Triangles, polygons with three sides, a.k.a “tris,” are the foundational shape of all computer
graphics.

Every other 3D shape, even non-mesh ones, is converted into triangles before they are
displayed on your screen.

Working with triangles gives you the greatest control over that final rendered result.

Triangles are great for reducing poly count, since the same shape can often be created with
fewer final polygons using them instead of quads. The biggest downside of triangles is that edge
loops cannot pass through them, which makes editing more cumbersome.

Quads, polygons with four sides, are just two combined triangles, but their unique nature of
having opposing sides is what allows loops to flow through them. Models made of quads are
often significantly easier to create, edit, and deform, so they should be your default choice when
modeling.

N-gons are polygons that have more than four sides. Just like with quads, n-gons are made up
of triangles under the hood, but are abstracted as a singular shape for the sake of easier
editing. Edge loops cannot pass through n-gons either, so they are helpful for blocking off areas
from loop cuts while you are still figuring out the final topology. They ‘break’ as soon as they are
not flat, but are perfect for flat surfaces that have a complex shape.

In Blender, you cannot create holes in n-gons, so holes in the mesh must always have at least
two edges that connect them to the perimeter.

Subdivision Surfaces
When using Subdivision Surfaces, all polygons are converted into quads, which is a convenient
byproduct of splitting all edges in half. Splitting triangles and n-gons results in a pole in the
center that has the same number of connections as the vertices of the original polygon, and
those connections run right through the middle of the original edges.

You will often hear that it’s recommended to use all quads when subdivision surface modeling,
which might seem odd since the end result is always quads anyway. The reason for this rule of
thumb is actually the poles they create and the way the loops running through them are
redirected.

When subdivided, three sided poles create areas of high vertex density while poles with five or
more sides create areas of low vertex density, and it’s this difference in density that can cause
pinching.

Also, since the loops don’t flow straight through subdivided tris and n-gons and must be diverted
around the poles (and loops are what define the details of the model), it’s easy to create
unintentional details that run counter to the shape you are trying to outline, causing the resulting
mesh to look messy and not well defined.

Vertices get pulled by their edges in subdivision surfaces. If the topology is a perfect grid of
some sort and each vertex is being equally drawn in all directions, there won’t be any pulling
even if the grid contains triangles or n-gons. However, if their edges are not evenly distributed
around them, they will get pulled from their original center.
Different edge loops can serve different purposes, and, when working with subdivision surfaces,
I classify them into detail, support, and fill loops. There needs to be a loop that defines the
details, of course, but it’s often useful to have a second loop adjacent to the detail loop to help
protect it from pulling and support its shape. Then, some loops are there just to connect the rest
of the puzzle together and fill in the gaps.
Quad Junctions
A common technique for redirecting edge loops while using only quads is to use all-quad
junctions. They’re especially useful for transitioning from areas of high detail to areas of low
detail. This practice of keeping detail localized helps keep loops in the areas that they're needed
and not running around the model, complicating and messing up other areas.

The main quad junctions, pictured below, can be used to transition from one loop to three loops,
from two loops to four loops, or from a grid to a corner.
Tools of the Trade
Blender has hundreds of tools for modeling, but the vast majority of the work can be done with
only a few. Technically, you can create any possible 3D shape by just placing vertices and filling
edges and faces between them, but that workflow would be incredibly tedious. Just know that
the rest of the tools beyond those basics are just there to make your life easier and you can
learn them at your own pace.

The most important tools for modeling in Blender are:

● Inset (I)
● Knife (K)
● Bevel (Ctrl B)
● Insert Edge Loop (Ctrl R)
● Edge Slide (GG)
● Subdivide
● Extrude (E)
● Make Face (F)
● Vertex Connect (J)
● and Merge (M)

Once you have those down, you should also learn:

● Bridge
● Grid Fill
● Dissolve (X)
● Rip (V)
● Smooth
● Mirror (Ctrl M)
● Shear

You can see these tools in practice in my Blender Basics and the Fundamentals of Mesh
Modeling courses.

When you have those down, you'll have learned every single tool you need to become a very
proficient modeler, and anything else you use on top of them is just a bonus.

Modeling Techniques
It’s one thing to know the tools and quite another to use them effectively. Learning to model
takes practice and dedication. Following along with someone who knows what they are doing is
often helpful when starting so you can see how they tackle common problems, get hands-on
experience, and learn good habits from the start.

Some courses I would recommend watching on CG Cookie to learn different modeling


techniques, in order of difficulty, are:

● Mesh Modeling Fundamentals


● Press Start
● Rev
● Catch
● Cubicity
● Treasure Chest
● Sessions
● Bug Bots
● Relic
● Industrial Environments
● Pothead
● Human

The first part of the modeling process, regardless of which method you choose to use, is usually
blocking. This is where you create your object or scene with as simple of pieces as possible,
which is important for making sure all your proportions are correct. Blocking allows you to
quickly make changes to the overall shape and composition before you lock in any details.

A common approach to creating shapes in 3D is box modeling, where you start with a cube or
other primitive and primarily use cuts and extrusions to build outwards. As the name implies,
box modeling is great for objects that are blocky by nature.

An alternative to that approach is point modeling, where you create loops in empty space to first
define your details and then fill in the rest of the shape later. Working that way is great for
objects you can trace from a reference or for more complex organic shapes. Because it allows
you to define your most important loops right away, it’s often the preferred method during
retopology, which is where you create a new mesh on top of an existing mesh to simplify it.

Meshes can be fused together or used to slice or cut one another using Boolean modeling,
which is commonly used for hard surface objects. CAD or NURBS modeling, which uses
surfaces based on curves rather than faces based on vertices, is also helpful for mechanical
parts though is not really supported by Blender.

Sculpting is also a type of modeling, where digital brushes are used to push and pull the mesh
in a way that’s much more intuitive for traditional artists.

Procedural modeling uses geometry nodes or python scripting to create objects that can adapt
to their environment or your art direction, which are incredibly fun to work with once built.

Simulation can also be used to deform shapes based on physics interactions to create objects
that would otherwise be very difficult to model, such as cloth and liquids.
Each approach has unique strengths and weaknesses, but you don’t have to choose just one!
They can all be combined and remixed, and learning more techniques will make you a faster
and more flexible modeler.

Problem-Solving Methods
Modeling is a creative process while also sometimes being a technical puzzle. At some point,
you will inevitably find yourself stuck on a tricky area. Here are some techniques that can help
when that happens:

As you model, pay attention to flexible areas, or parts of the mesh that are easily changeable or
where the vertex count doesn’t really matter. This could be along an n-gon, a boundary, a line of
symmetry, a flat surface, or just a less important area. Flexible areas are incredibly valuable and
shifting an issue over to one of them makes it much easier to solve.

When I’m not happy with the topology in an area, I often select it all and use the F hotkey to
make it one big n-gon that I can then slice up with the knife tool. That gives me a blank slate
and fresh eyes, and also blocks the surrounding area from getting messed up with edge loops
while I’m working.

If I’m able to create the right shape but not with the topology I want, I’ll often use retopology
tools like RetopoFlow (or Blender's native snapping tools) to draw new faces on top of it and
create better topology without having to build the shape completely from scratch.

In Conclusion

Lastly, when all else fails, the best thing to do is delete it and start over.

This can be a little painful, since you may have spent hours working on the object, but you
learned a lot, sometimes without even realizing it, and each successive attempt will be much
faster than the previous since you already know most of the steps. Some of my best models are
ones that I’ve attempted three, five, or fifteen times, and the difference in quality between the
first and last try is huge.

As you continue your journey into 3D modeling, good topology is a game-changer.


It takes practice, but each time you improve your edge flow or clean up your mesh, you’re
building skills that will make your work stand out. Don’t get discouraged if it feels tricky at
first—every Blender artist has been there. The best way to keep leveling up is through hands-on
experience and learning from others.

At CG Cookie, you’re not alone! Our community is filled with fellow artists who are eager to
share tips, offer feedback, and support your growth.

Dive into our courses, participate in challenges, and join the conversation—there’s always
something new to learn.

So, take that next step, and we’ll be here to guide you as you sharpen your skills and push your
Blender abilities to the next level.

Let’s build something awesome together!

http://cgcookie.com

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