I quickly modeled a can in Blender using the subdivision modeling workflow, a method widely applied in VFX and feature film asset creation. The piece is designed to highlight my technical proficiency in topology and edge flow, ensuring smooth deformations, clean curvature, and efficient subdivision behavior. By focusing on a seemingly simple everyday object, the model demonstrates how proper topology can transform even the most basic shape into a production-ready asset that holds up under close-up shots and heavy rendering demands.
Subdivision Level 0
Subdivision Level 1
Subdivision Level 2
Subdivision Level 2
Subdivision Level 0
Subdivision Level 1
Subdivision Level 2
Subdivision Level 2
Front View
Perspective View
Topology and Edge Flow: The Foundation of High-Quality 3D Models
In digital modeling, good topology is not optional; it’s the backbone of every asset. Subdivision surfaces magnify this truth, since every edge and face will be subdivided, smoothed, and rendered under close scrutiny. Clean topology and thoughtful edge flow ensure not only that a model looks correct, but also that it performs predictably in downstream processes such as rigging, animation, and rendering.
Edge flow describes the direction and continuity of edge loops around a surface. Good edge flow supports:
Curvature preservation – edges follow the natural roundness of the object.
Deformation control – especially in areas that bend or flex, like joints or lids.
Subdivision predictability – preventing sharp corners, warping, or unintended creasing.
UV mapping efficiency – clean loops aid in unwrapping and texture painting.
Favor Quads Over Triangles and N-gons
Quads subdivide cleanly; triangles and n-gons often cause pinching or smoothing artifacts.
Use triangles only in non-deforming, flat areas, if unavoidable.
Maintain Even Edge Spacing
Avoid long stretched quads; strive for a grid-like density where possible.
Uneven polygons lead to shading artifacts and unpredictable subdivisions.
Use Edge Loops Strategically
Add supporting loops near sharp features (e.g., lid seams, ridges, or corners).
Control how “tight” or “soft” a subdivision crease appears without relying on hard edges.
Redirect Flow with Poles
A pole is a vertex where more or fewer than four edges meet.
Poles are sometimes necessary, but should be placed away from deforming or high-visibility areas.
Respect the Silhouette
The silhouette defines how the object reads visually. Extra topology should support the silhouette, not clutter flat areas.
Block Out Simple First: Start with low-resolution shapes; establish clean loops before adding detail.
Think Like a Rigger: Even if the asset won’t deform, modeling with deformation in mind ensures robustness.
Use Creases Sparingly: Blender’s crease tool can be tempting, but extra geometry is more production-proof.
Check Under Subdivision: Frequently toggle subdivision preview to verify how loops are holding up.
Apply Real-World Knowledge: Study real objects (cans, bottles, machinery) to place loops where natural edges exist.
Over-Modeling: Adding excessive loops “just in case” clutters the mesh and complicates UVs.
Placing Poles on Curves: Poles break surface flow; keep them on flat or hidden areas.
Ignoring Edge Continuity: Broken or messy loops lead to hard-to-fix shading issues.
Relying Solely on Smoothing: Good topology should hold form without artificial tricks.
P.S. Clean topology is invisible when it’s done right, but it’s the very thing that makes great 3D art possible.