View Full Version : Tri and quads
scrog 05-16-2010, 12:40 PM This question has been bothering me for some time. Now I am not a complete nood to modeling, but I am no guru either, been learning to model about 3 years.
I hear many opinions about tri and quads. I know I should try to maintain quads, but I am working on a model and end up with four tris.
Is it ok to have a mix of tris and quads?
after I smooth the model it looks fine no display problems and no mapping issues.
Ngons what about them? I have been watching a few video tuts and some people leave the ngons?
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GatorNic
05-16-2010, 04:31 PM
Most of the time it is a personal preference or it will be dictated by a studio pipeline. Thats why you hear some many differing opinions. It really depends on the pipeline of where you're working. I know Imageworks is all quads, R&H is usually tri's and quads, etc..
Personally I am fine using tri's because I will end up smoothing the model anyway. And sometime I feel its actually important to because it will give you a certain look if you need an intentional pinch somewhere. I wouldn't use a tri on hardsurface that has curvature, unless it was on a perfectly flat area. Something like a bike helmet or car body. Many times you can also hide tri's to get the job done. In ears or places you won't really see them.
Anyway, I think its up to you and what pipeline your in. Basically if its your own project and the final product looks good and renders, then do it anyway that gets the job done.
scrog
05-16-2010, 09:10 PM
Thanks Nic ,
Your answer confirmed the way I thought, all a matter of preference.
I do not work in the industry, so I needed to hear it from someone who does.
I have started my 3d adventure a little later in life (46) than yourself ( took a look at your bio ).
For me It is a very passionate hobby, but I do hope to get good enough to sell a few models.
Thanks again.
ps If you dont mind I would like to pick your brain from time to time.
Go Cowboys,
Da bears ?
ThomasWright
05-20-2010, 12:52 AM
Quads behave the most predictably when modeling, especially when performing loop cuts.
Triangles, however, give you the best surface-control, and leave no room for the computer to interpret which way a polygon is folding. Also, some game engines will automatically convert any quads to tris.
Personally, I start with quads, and once I reach a point where the model is finished, I manually split certain quads that are folding improperly. Once I ensure the surface is stable, I'll let the program automatically translate the rest of the quads into tris.
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