A Guide to Understanding the Basics of Quads in 3D
Polygonal geometry is the basis for the ability to create lifelike virtual environments in computer graphics. The quad is a polygon with four vertices and four edges. This guide shall explain the fundamentals of 3D quads and how they affect 3D object geometry, and why they're still preferred for modeling intricate surfaces.
Whether you're an aspiring 3D artist, an enthusiastic game developer, or just someone who is interested in how computer-generated images are created, this article will provide you with the information and understanding you need. With the knowledge of this adaptable and fundamental polygonal geometry element, you will have a strong foundation to explore and create interesting designs by the end of this guide.
Quads in Details

Quads are polygons used in 3D modeling that have four vertices and four edges. They are an essential component used in computer graphics to specify the geometry and surfaces of three-dimensional objects.
Quads are essential to 3D modeling because they offer a quick and effective way to explain intricate forms and surfaces. Quads have inherent regularity and symmetry compared to polygons with more vertices, leading in smoother surface interpolation and more realistic-looking curves. As a result, representing biological things like people, animals, and items with curved surfaces is where they are most beneficial.
The ability of quads to assist topology control and edge flow is one of their benefits. Edge loops, which are continuous lines of edges that flow around the surface of a model, can be better managed because quads are four-sided. Edge loops that are carefully thought out result in softer deformations, effective rigging, and smoother animation. Quads can also be easily adjusted and modified during the modeling process to improve the object's structure and shape, which adds flexibility to the process.
While triangles are the most popular rendering primitive utilized by most rendering engines, quads are frequently used during the modeling stage. As a result, quads are frequently triangulated into triangles prior to rendering. This converter ensures that the quad's surface is properly portrayed in the rendered image.
Types of Quads in 3D

Although all quads have the same fundamental structure, they can show different traits and configurations depending on how they are arranged. Here are a few typical quad types used in 3D modeling:
Regular Quads: Regular quadrilaterals have internal angles that are all 90 degrees and sides that are all the same length. They have a shape that resembles a square, which offers a balanced and homogeneous representation of surfaces. Regular quads are frequently utilized in architectural modeling when accurate and symmetrical structures are necessary. They help develop orderly and predictable geometry, which facilitates the creation of symmetrical patterns or recurring pieces.
Irregular Quads: Irregular quads deviate from a regular shape and are also referred to as non-planar or non-convex quads. They can have internal angles that deviate from 90 degrees and sides of various lengths. Complex and organic structures can be more easily modeled using irregular quads since they can have different surface curvatures and extensive detailing. Artists can employ irregular quads to make realistic organic models of people, animals, and the environment.
Convex Quads: Quadrilaterals that are convex have all internal angles that are less than 180 degrees. They are good for expressing protrusions, bulges, or rounded features due to their outwardly curved shape. Convex quads are frequently used to represent things with curved, smooth surfaces, such as spheres, domes, or rounded architectural components. Their design makes it easier to create soft edges and smooth transitions, which helps to create a more appealing and natural appearance.
Concave Quads: Quads that are concave have at least one internal angle that is more than 180 degrees. They have an indentation or depression in their shape, which makes them helpful for simulating concave or recessive areas in an item. Concave quads are frequently used to symbolize voids, depressions, or intricate surface elements that call for inward curvatures. With their help, concave surfaces can be made that precisely recreate the features of objects like craters, dents, or engraved recesses.
Planar Quads: Quadrilaterals with all four vertices in the same plane are known as planar quads. They don't bend or distort when they form flat surfaces. Planar objects like walls, floors, or faces are frequently created using planar quads. They allow the modeling of architectural structures, environments, or items with planar surfaces by offering a simple and effective approach to representing flat surfaces.
Benefits of Quads in 3D

- Smoother Surface Interpolation: Compared to other polygon types, such as triangles, quads make it easier to create smoother and more realistic-looking surfaces. A quad's four vertices enable greater surface curvature interpolation, creating more organic and visually beautiful designs. Quads are particularly effective when representing people, animals, or other objects with curved surfaces because they can properly depict intricate surface features while maintaining smoothness.
- Enhanced Edge Flow and Topology Control: Quads help 3D models to have better edge flow and topology control. Edge flow describes how edges are arranged logically and continuously along a model's surface. In order to achieve accurate deformation and animation, edge loops must be clearly defined and evenly spaced. Quads facilitate this process.
- More consistent and effective modeling: Quads offer a consistent and simple method of modeling. Their uniform form and constant internal angles make modeling simpler and edge and vertices manipulation simpler. Quads provide more effective modeling workflows by providing greater freedom in modifying an object's shape and structure.
- Easy subdivision and sculpting: Quads are very well-suited for subdivision modeling techniques, making subdivision and sculpting simple. By repeatedly subdividing the basic geometry, subdivision surfaces enable smooth and detailed modeling. Compared to triangles, quads split more consistently and cleanly, producing smoother subdivisions without the introduction of undesired distortions or distortions.
- Seamless UV unwrapping: UV unwrapping, also known as seamless UV unwrapping, is the process of converting a 3D model into a 2D texture map. Quads make this process simpler by offering distinct boundaries and consistent edge flow. A quad-based model is usually easier to UV unwrap, which leads to fewer distortions and better texture mapping. The final created images' visual quality can be improved by using realistic, high-resolution texture maps that seamlessly wrap around the quad surfaces.
- Improved mesh editing and retopology: Quads are helpful for retopology, which is the process of building a new, optimized mesh on top of an already-existing, high-resolution model. Better performance, animation, and model customization are all made possible through retopology. Edge loops can be placed more effectively and precisely with quads, resulting in good edge flow and optimal polygon distribution. They make it simpler to maintain a model's overall shape and details while cleaning up and improving its topology.
In order to attain the desired results when working with quads in 3D modeling, care must be taken to follow the right procedure. Here are some tips to improve your workflow and guarantee effective outcomes:
Tips for Working with Quads in 3D
- Plan your topology: Preparing and setting the desired topology before beginning a 3D model is important. Consider your overall shape, edge loops, and any necessary subdivisions. A constant quad arrangement is maintained during this planning stage, making later modeling and deformation more fluid.
- Keep a balanced edge flow: Aim for a balanced distribution of edges across your model. Maintain a balanced edge flow. To achieve homogeneous geometry, keep edge loop spacing constant. There must be a balanced edge flow for effective deformation during animations and to preserve smooth surfaces.
- Avoid using Ngons: Ngons are polygons with more vertices than four. They should only be employed in certain circumstances, such as when flat surfaces need to be created. Ngons may cause irregular deformations, shading errors, and UV mapping issues. Ngons should normally be avoided or transformed into quads or triangles.
- Watch Out for Poles: Poles are vertices where more than four edges converge, therefore be careful around them. Even though they are occasionally useful, too many poles might interfere with edge loop flow and result in shading problems. The number of poles should be kept to a minimum, and they should be deliberately positioned to have the least possible impact on the geometry as a whole.
- Pay attention to quads' planarity: Quads should preferably lie in a single plane, with the exception of situations where purposeful bending or warping is required. Planar quads make UV unwrapping easier and lessen inconsistent shading. When necessary, establish planarity by using tools like "Align to View" or modeling strategies like "Planarize".
- Aim for square-like quads: While it may not always be practicable, try to preserve quads that are as square-like as you can. As a result, there is a more even distribution of detail and uniform subdivision. Additionally, square quads provide a seamless weave of surfaces and the repetition of patterns.
- Utilize edge creasing and subdivision techniques: Use edge creasing and subdivision techniques to improve the sharpness and smoothness of your model's edges. You may choose to use edge creasing or selectively use subdivision techniques. While subdivision can smooth down the surface while preserving the integrity of the quads, edge creasing allows you to regulate the level of edge sharpness.
- Test and optimize your geometry: Test and improve your model's geometry by keeping an eye out for smooth deformations, shading flaws, and UV distortion. Pay attention to any deviations or regions that need more edge loops or adjustments. By eliminating unnecessary vertices, combining insignificant edges, and assuring an effective quad distribution, you can optimize your geometry.
How to Create Quads
In this guide, we will explore the step-by-step process of creating quads using SelfCAD. We are using SelfCAD because it is a user-friendly browser-based and downloadable 3D modeling software that offers a simple platform for quickly creating quads. If you don't know how to use SelfCAD, you can check the video below.
SelfCAD provides a variety of tools and features that make producing quads accessible and effective, regardless of your modeling skill level, whether beginner or 3D artist. Follow the steps below.
Step 1: Launch SelfCAD: Go to the SelfCAD website by opening a web browser. Log in to your account or make one from scratch if you don't already have one.
Step 2: Create a New Project: Once you're logged in, create a new project by clicking on the "New Design" button or selecting File > New Design from the menu.

Step 3: Pick a Primitive Shape: Select the primitive shape you wish to use as your starting point from the "Create" option. SelfCAD offers shapes such as cubes, spheres, cylinders, and more. In this article, we are going to work on the below cube so that we can make quads.

Step 4: Adjust the Size of the Cube: Click and drag on the workspace to create a cube of the desired size. Additionally, you can specify dimensions in the properties panel on the interface's right side. For us, we have this cube to create and work on quads, and the various issues that arise in the operation. One of the issues that normally arise is the basic intersection. On top of that, there is normally flipping and bending of quads. This is exactly what we want to see how it comes about and how to solve it.
Step 5: Activate polygon Edge Selection on the settings on your right side and select the following two edges on each side of the cube as shown below:

Let us do the self-intersection by Scale Tool. When you activate the Scale Tool, the initial parameters are X(68.5), Y (0), and Z (200). This depends on the parameters you are using. When we Scale this object by changing the Z (200) to Z (10) and turning the Back Face Colouring on, on your left side as highlighted below:

This is what happens: The purple color shows the inside part that has bulged outside.

To solve this problem in quads, you just have use Move Tool to lower it a little bit. When you activate the Move Tool, the Y axis is 84, just lower it to 80 and then the self intersect disappears.

However, there is still a strange colour on some faces as shown below:

They are dark colors, not back faces. The faces also look strange and irregular, and it is hard even to see the edges.

In this situation, you have to add an edge. This is done by choosing the Edit Tool in the Modify Tool and Draw the new edge as shown below:

Draw the new edges as shown below:

Note that the cut is done first. This is because you cannot bend a quad before making a cut. However, the top face is bent over and flipped on itself even after making the cut. It resembles a triangle, but it is a quad that is folded.

To solve this problem, we have to Add Vertices on the faces where the issue arises from. To add vertices, click on the Modify Tool, select Edit Details > Add Vertex, and using the cursor just click the middle of the faces where to add vertices as shown below:

Add vertices on both the top and side faces of one side,

and only the top faces on the other side

in order to make the comparison. Next step, activate the Edge Selection tool at the right side (shown by the blue arrow) and select the center edges of the cube (shown by the blue ovals below).

Then Scale it by changing our Z from 200 to 10 in the Size parameters, and Move it down by changing the Y from 84 to 80 in the Position parameters, displayed at the left down corner of the workspace:


Change the parameters to:

Our new cube will look like this:

As you can see, the cube looks different from before. We no longer have the strange face colors and the faces of the quads are not folded. The cuts are regular and easy to modify. On one side where we inserted vertices on both top and side faces, you can easily Scale and Move them together without any deformation by activating the Vertex selection on your right-hand side, select the vertices you want to operate on by dragging from right to left:

You can change the parameters to either Move and Scale them as you wish or basically use the Scale Tool and Move Tool. Moving and scaling the selected vertices, it forms nice modification without running into any issues as before. The process of Moving and Scaling is smooth because there are cuts already made. As you can see the top faces are nicely fixed also, and no challenge of folding or flipping out as observed initially.

However, on the other side where we only made the vertices at the top faces. Two operations can be done:
First you can add the cut as follows. In the Modify Tool, select the Edit Tool > Add Edge and use the cursor to add the edge to make the cut:

Secondly, you can add the vertices and then use the vertices to modify the face.
To do this, in the Modify Tool, select Edit Details > Add vertex and this action will deform the quad depending on where you make the cut. That is how you can work on the quads in 3D modeling to avoid folding, self-intersection, and flipping out of your object.
Applications of Quads
Quads, or quadrilateral polygons with four vertices and four edges, are frequently used in 3D modeling in a variety of fields. Several important 3D uses for quads are listed below:
Creation of characters: Quads are frequently utilized when creating characters for animations, video games, and other media. They provide smoother and more lifelike character movements by improving control over surface deformation during rigging and animation. Quads also give painters the ability to describe facial characteristics, muscle structure, and minute details.
Creation of Organic Structures: Quads are excellent for modeling the organic forms and items that can be found in nature, including animals, plants, and organic structures. They enable curved contours, smooth surface interpolation, and organic edge flow. With clean geometry and structure, quads provide you the freedom to sculpt and shape intricate organic forms.
Architectural Design: Quads are crucial in architectural modeling to produce accurate structures, buildings, and interiors. They make it possible for exact control to be exerted on the positioning of edges and vertices, producing clear and realistic renderings of architectural elements
Industrial Design: Quads are used in product design to simulate mechanical parts, consumer goods, and industrial machinery. They provide better flexibility over the representation of geometric shapes, exact angles, and surface details for designers. To ensure correct representation and the capacity to manufacture the intended products, quads make creating smooth surfaces and regulated edge flow easier.
Gaming and VR: The development of 3D assets for gaming and virtual reality (VR) experiences relies heavily on quads. They provide more effective and optimized modeling, better rendering and real-time interaction performance. With the best possible visual quality and performance, quads let VR designers and game developers create immersive worlds, lifelike characters, and interactive items.
Wrapping Up
We have highlighted the tips and methods on how you can efficiently use quads in your 3D projects. Creating 3D designs that are both aesthetically pleasing and useful, it promotes effective modeling workflows, careful planning, and attention to detail. We believe now that the fundamentals of 3D quads and the principles and methods covered in this article will help you improve your 3D modeling abilities and create 3D models that are up to speed with industry standards.
Enjoy powerful modeling, rendering, and 3D printing tools without the steep learning curve.

Need to learn 3D modeling? Get started with interactive tutorials.