Clean topology for everyday models

Useful topology makes editing, material assignment and deformation predictable. The right polygon count depends on the shot: a distant prop and a close product image have different needs. Start with the intended use. Static renders can tolerate structures that are awkward for animation. For deforming objects, inspect edge distribution near joints; for distant objects, prioritize the silhouette. In Edit Mode, use Merge by Distance only with a deliberate threshold. A large value can join separate pieces. Face Orientation helps find outward surfaces with reversed normals. Shading is not geometry. Check normals and sharp boundaries before adding more modifiers. A small, controlled bevel often improves a hard-surface object more than subdivision everywhere. Keep an untouched copy before substantial cleanup. Compare silhouettes and important details rather than judging the result only by its polygon count.
Clean topology for everyday models — blen3d