View Full Version : Triangles and quads in topology.
FibreOptix 11-06-2007, 10:16 PM I'm a liitle confused.
I've been told from 3D learning DVDs and books to avoid Triangles in my topology. But I have seen great models in games and Hi-Res models that ignore this rule. I've been struggling this whole time trying to avoid having triangles.
I know ZBrush likes triangles, but outside of that can I use triangles or should i still continue splicing polys?
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in low-poly it doesnt mater that much(unless your going to have to sculpt that same mesh into the high-poly model aswell)..
on high poly model you can get away with it if you place them into places that:
a) don't deform much and
b) where the tris wont perhaps be seen as much(under the hair on the head, for an example)
well, thats the quick answer.. :)
but generally its still better to not have them or have as little of em as possible, ofc.
musashidan
11-07-2007, 11:05 PM
I know ZBrush likes triangles, but outside of that can I use triangles or should i still continue splicing polys?
Zbrush likes quads and hates tri's:)
All the points mentioned above are correct plus sometimes when subdivided tri's in the mesh can interrupt the edgeflow and you will get smoothing artifacts.
Rainroom
11-09-2007, 11:48 AM
avoid triangles as much as u can.but dont spend all the time in the world to remove them completely. and if u let some triangles (or n-gons for that matter) be there in ur model , (especially in smooth areas) make sure that they dont bump up ur surface...this normally happens if u r using subDs.
i normally hate to keep triangles and n-gons in my models...thats why i have writte a small script in mel to highlight all the triangles and n-gons in a button click :wise:.
sabertooth
11-09-2007, 07:13 PM
that all depends on what your modeling really. i have always been told that both are exceptable in game studios. when doing low poly models, there are times that you cant get away from it when reducing your poly count. Being that im in school right now, one of the best teachers that i have ever had has told me that quads work for certain areas of modeling and tri work for others. But mostly tris aren't counted in the poly count, its usually quads.
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