Topology isn’t about how many polygons a mesh has — it’s about where they sit. Good topology has its edge loops follow the way a form actually bends (the curve of an eye, a mouth, a muscle), and is mostly built from four-sided faces (quads). Quads stretch evenly when a surface bends, so both animation and subdivision deform them predictably.
The trouble spots are “poles” — vertices where three, or five-plus, edges meet. Shading pinches slightly there, and subdivision can dent the surface around them. A pole isn’t inherently bad (some are unavoidable, like the crown of a head or between fingers); it only becomes visible trouble when it sits in the middle of an otherwise smooth, visible curve.
Blender, Maya, and Cinema 4D all call this “edge flow,” and surface it with n-gon warnings and pole-highlight viewport overlays. Models built for games or animation rarely ship a raw scan or sculpt as-is — they get retopologized (next entry) to follow this flow.
When to use
Check this when building a model meant to animate, retopologizing a sculpt, or when a subdivision surface dents somewhere you didn’t expect.