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Topology Tutorial & Discussion, Edgeloops, Poles!


clane5vs.jpgWhen modeling an organic figure such as the human head and one that is going to have animated deformations via bones and or shape keys, it is important to understand some basics in mesh construction such as edgeloops , triangles VS quads, and poles. Gaurav Nawani has pointed us to an extensive tutorial / discussion on topology at

A pole defined in the dictionary:
a. the point in a Cartesian coordinate system where the axes intersect.
b. Also called pole. The point from which rays designating specific angles originate in a polar coordinate system with no axes.

In this case it's when a vertice has either three or five (or more) edges radiating from it as in the example above.

If you are interested in taking your organic modeling to a more professional level then you should check out this thread!



  1. I stumbled across this tutorial via a link from BlenderArtists a little while ago and it certainly is very interesting and it's helped my modelling a lot. Be warned, though: it is not a step-by-step tutorial, although there are plenty of diagrams and reference material. It requires some work from the people working through it, particularly when it comes to applying some of the techniques with Blender.

    Recommended reading and worth taking the time to go through. Just be aware it's not a quick-and-easy path to enlightenment.

  2. Hi!

    Very interesting thread ! It is almost like a book, and will need to be read carefully. So I have printed all the page, and I will have something to read and learn this winter !


  3. Nice to see that people are noticing that thread. although my contribution was very minimal, I still have something to say about recreating topologies from references. Imagine you found a cool model with a nice topology, how do you recreate that topology? I will start off by analyzing a schematic face topology from spiraloid, and from there I'll continue to more complex topologies. One should be able then to add topologies easily in the early stages of box modeling using techniques explained in that thread. I'll bet SomeArtist will jump in right away :)

  4. This is good stuff :) .

    I really like the approach, I've tried to explain flow and some of this at last Conference, but this is the best thread on the subject I have seen so far.

  5. Too bad Blender doesn't have ngons. You really have to fight to get the topology you want in Blender.. that is unless your an edge modeller. I should revise my statement and say that getting proper topology while box modelling is a bit of a struggle in Blender.

    Nice thread anyways. A good companion as was mentioned before is the Spiraloid forums, featuring Bay Raitt himself.

  6. @Loken: I don't think you need to struggle to get proper topology in Blender. I do Box Modeling and find it quite nice to use, better then Max. The thing is that you need to be more careful about your geometry.

  7. I just "lucked up" and found your blog. I must say I was glad to find it. Imagine how great Blender will be with each new version. It's amazing, is it not, that it's free! They do good work and so do you.

  8. it's fine, but good boxmodeling still hard with Blender, without better "cut" algorithm and NGon, it still a pain.
    In each new cut, you need to reorganize edges and it becomes quickly boring.

    But you can use Wings3D anyway :)

  9. I came across a interesting website call ""
    It's about Blender artwork and other cgart, so just wanted to share it with you all.

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