Clean Topology
By Neil Blevins
Created On: Nov 17th 2025
Updated On: Nov 22nd 2025
Software: Any

So what is "Clean Topology"? When modeling in 3d software, there are many modeling methods available to you. But no matter what method you choose, your goal is to not just create a good looking final model, but a "clean" mesh. In this case, "clean" means primarily 2 things...
  1. A mesh that is easily updatable and modifiable, and
  2. A mesh that is optimized to work as efficiently as possible in whatever renderer you will be using.
This article discusses a few general best practices to achieve clean topology when modeling.

6 Tips to Achieve Clean Topology

Lets start with my 6 favorite tips to achieve clean topology, then we will show some examples of why and when to follow these tips.

The 6 tips are:
  1. Try and keep your mesh All Quad Faces (tris are second best)
  2. All quads should be as Square as possible.
  3. All the quads in a mesh should be a Similar Size.
  4. Have the Edge Loops Follow The Flow of the mesh
  5. Avoid High Valence Vertexes (vertexes with more than 4 edges).
  6. Use as Few Faces As Possible to achieve the shape.







Keep in mind, these tips are not set in stone. In some cases, it's fine to violate some of these tips. And in some cases, one tip might negate the other. For example, to have as few faces as possible, you may not be able to have all square quads. Deciding which rules to break and when is a matter of opinion and experience, but I'll try and explore some of these questions in the examples below.

An Example


Let's look at an example, say I have the following mesh, a rectangle that's got beveled edges.

Looks fine when rendered...



But take a look at the faces that make up the mesh:



Kind of crazy, huh? These sorts of rats nest meshes happen a lot, like for example, when importing a mesh from CAD software, or the result of a Boolean operation.

So first question, if the mesh looks fine when rendered, why does it matter that this mesh has all sorts of long edges and chaotic geometry? Well, the mesh may in fact be fine as is in some situations. But if you need to modify it, you're in for a world of hurt.

Say that this mesh is a part of a deformable character. Let's do a simple deformation, something you might expect on a human model, let's bend the mesh along the X axis. See the results below, well that didn't work out very well.





Now what if the director asks you to add more detail to the center of the mesh? No problem, I'll use an edge loop to split the mesh directly in half. Oh but wait, my edge loop tool doesn't work very well anymore? Why isn't the loop straight across? (see red edgeloop line).



Now what if I want to perform other actions on my mesh, like for example sculpt the mesh or add a displacement map. Wow, that looks awful...



As you can see, editing or deforming this mesh just doesn't work due to its topology. Now lets go about creating a cleaner topology by carefully editing the mesh to follow some of my 6 tips.



Notice the differences.
And as you might expect, the results are way easier to deal with. Bending the mesh works fine.

Before

After


Adding a new edge loop works as expected.

Before

After


Sculpting works far more as expected as well...

Before

After


The cleaner mesh only has 2 downsides...
As far as the time it took to create the cleaner topology, there are a few methods for automatically improving the mesh that take less user time, for example
These techniques take up less work than the manual way of adding edges and faces by hand. But many times doing the clean up by hand produces the best results, and gives you the most control.

As far as reducing the number of faces, this can be very renderer dependent. For example, if your final renderer is an offline renderer for a feature length animated film, having extra faces may not be that big a deal. But if your output is a game engine, where you want 60-120 frames rendered per second, then adding all those extra faces could be real trouble, especially if the mesh appears many times in the scene. In which case, you will need to find the right balance between optimizing the mesh (having as few faces as possible) and having a nice clean mesh.

A mesh like this might be a better compromise, it won't work well if sculpted, but will work fine for bending around the x direction and adding extra edge loops. And is 280 faces instead of 2500.



Questions To Ask Yourself

So when creating a new mesh or deciding the clean up an existing mesh, here are some of the more important questions to ask yourself...
  1. What's the final output? A game or a film? Will it matter if my meshes have a lot of faces?
  2. Will my mesh deform, be sculpted or displaced? If your mesh is a character or the branch of a tree, it may be worth being extra careful on making a clean mesh. A building in a city? Maybe less so.
  3. How likely will you need to modify your mesh later on? If frequently, then a cleaner mesh might be your best bet so it's easier to change.
  4. Will your mesh be used with a simulation system like cloth, hair, water, fire? Some of these systems require special types of topology, for example, cloth sims work off tris and don't work as well if your geometry is quads.
  5. How much time do you have to clean up the mesh to give it good topology? Some concept artists give up good topology in order to have faster iterations. But once they hand off their final mesh to the 3d team, will the team waste way too much time cleaning up the mess you've created?
Conclusion

So once again, keep in mind that my 6 tips are not law, there are times you'll want to violate the rules for a good reason depending on whether you're working in film or games, whether you're working on a character that will likely deform or a hard surface model that won't, or how much time you have to create a clean mesh. But in general, I'd recommend everyone to keep their meshes as clean as possible.

Will post some tips on the various methods to clean up your geometry in a future tutorial, but remember the best way to have a clean mesh is to start by modeling clean from the get go. It may add a little extra time, but if it adds 10% modeling time, but you avoid 100 times the headache later on, it's likely worth it.



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