Today I grabbed A boat image of the internet and Imported it into Photoshop.I drew over the image To simulate A wire-frame mesh. Doing this Will give a better understanding on What I think the boat would looks like In wire-frame
.Gnome Was also one of the things we had to wire-frame In Photoshop. This give me a better understanding on how a wire-frame would work on a character.
Topology is a network design and referees to low data in your topology no matter what size. Study of geometrical properties and spatial relations unaffected by the continuous change of shape or size of figures. Topology works in quads for easy network data to pass though.Whatever type of geometry it uses it will eather be created by NURBS or vertexes and edges, The way topology works is it wraps around the mesh like a blanket that links to different vertex around your mesh.You can
topology works well in small or large models depending on how you do it.
Texturing will be more sharp and fitting for when you uv map it.
UV mapping will be a lot easier and tidier for when texturing.
Topology can become stretched and can cause problems when you start to texture.
To much Topology can cause frame rate to drop when the model is placed in a Game engine so you have to have a low poly count before exporting it into thew game engine.
If you want to learn more about topology you can See different types of Technics about topology. here
tThere is bad and good topology . Bad topology will have over stretched polygons,loops and triangles. This will cause over lapping textures ,uneven surfaces and brakes in the mesh If animated.
Good topology will look like the picture on the right the surfaces are a lot smoother, square polygons for data signals to be easily passed though. This will make your mesh easier to animate and texture.