Two concepts new 3D artists always confuse.

 

Geometry vs. Topology

Very often people I teach 3D modelling to ask me the following question. What is the difference between geometry and topology?

So let’s clarify this in simple words.

In 3D modeling, the fundamental components of a model are:

  • Vertices: Points in 3D space that define the corners or intersections of a model.​
  • Edges: Straight lines connecting two vertices, representing the sides or boundaries between faces.​
  • Faces: Flat surfaces enclosed by edges, forming the visible polygons of the model.​

These elements collectively define the shape and structure of 3D models.

Geometry and topology are two fundamental concepts that, while interconnected, refer to different aspects of a 3D model:

Geometry pertains to the specific positions and shapes of a model’s vertices, edges, and faces in 3D space. It defines the exact size, form, and spatial arrangement of these elements, essentially describing the model’s physical appearance. For example, the curvature of a character’s arm or the precise dimensions of a vehicle model are aspects of its geometry.

Topology, on the other hand, relates to how these vertices, edges, and faces are connected and organized, irrespective of their specific spatial positions. It focuses on the model’s structural layout, such as the flow of edge loops and the connectivity between different components. Topology is crucial for ensuring that models deform correctly during animations and maintain structural integrity during transformations.

 

A 3D model of a mechanical structure is displayed in two views: the left side shows the shaded geometry, while the right side presents the wireframe topology.

Understanding the difference between geometry and topology in 3D modeling, how a model looks versus how it’s structured.

To illustrate, consider you are modeling a humanoid character. The geometry would involve the exact shape of the character’s muscles, the contours of the face, and other detailed features.

The topology would involve how the polygons are arranged to allow for natural movements, like bending at the joints, without causing distortions or artifacts.

Understanding and optimizing both geometry and topology are essential for creating efficient, high-quality 3D models that perform well in various applications, from animation to real-time rendering.

Basically that’s it. Hope this clarifies things for new 3D artists.

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