Topology in animation refers to how 3D models are structured and organized to move smoothly. Think of it like creating a puppet that needs to bend and move naturally. Good topology means the 3D character or object is built in a way that won't distort or break when animated. It's similar to how a well-made doll has joints in the right places to move properly. Artists who are skilled in topology help ensure characters can smile, bend, and move realistically in animated films or games.
Created clean Topology for main character models in animated short film
Optimized Topology flow for facial animation rigs
Rebuilt character Topology to improve deformation in action sequences
Typical job title: "3D Character Artists"
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Q: How would you approach topology for a character that needs both facial expressions and full-body movement?
Expected Answer: A senior artist should discuss planning mesh flow for key deformation areas, explaining how they balance detail in the face while maintaining clean topology for the body, and mention strategies for optimization without compromising animation quality.
Q: How do you handle topology for characters that need to work across multiple platforms (film, games, VR)?
Expected Answer: Should demonstrate knowledge of different topology requirements for various platforms, discussing polygon count optimization, level of detail (LOD) creation, and maintaining deformation quality while meeting technical constraints.
Q: What are the key considerations when creating topology for a character's face?
Expected Answer: Should explain the importance of edge loops around key facial features, how to support various expressions, and basic principles of facial muscle movement in relation to topology.
Q: How do you ensure your topology will work well with rigging?
Expected Answer: Should discuss creating clean edge flows around joint areas, proper polygon distribution for deformation, and communication with riggers about specific project needs.
Q: What makes good topology different from bad topology?
Expected Answer: Should be able to explain basic concepts like even quad distribution, avoiding triangles in deforming areas, and the importance of proper edge flow for animation.
Q: How do you approach retopology of a high-resolution sculpt?
Expected Answer: Should demonstrate understanding of basic retopology workflow, following major forms of the model, and creating efficient polygon flow while maintaining the shape.