Topology basics

Topology is not a religion; it is a set of practical trade-offs. This guide explains the vocabulary and where each choice pays off.

Quads, triangles and ngons

Quads subdivide predictably and deform well — the default for characters and anything organic. Triangles are fine in static areas and unavoidable at some point on any closed mesh. Ngons are tolerable on flat hidden faces and risky anywhere that subdivides or deforms.

Edge flow and poles

Edge loops should follow the forms: around eyes, along cylinders, across bevels. Poles — vertices with three or five edges — are inevitable, but place them in flat, hidden areas where they will not pinch under subdivision.

Frequently asked questions

Do game engines require quads?

No — engines triangulate everything anyway. Quads matter for your editing workflow, deformation quality and clean bakes.