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WinterNights
06-16-2010, 11:07 AM
Hello, I modeling long time but never gone to function mesh-triangulate. So I just got one house.ma
And all stuff there are in triangulate mode, I tested it to converted in quadrangulate and I got my "good old normal mesh without all that strange curves all around" ...

What is actually triangulate or quadrangulate mode is this because some engines support triangulate and other engines not quadrangulate....?

I need to uv all this stuff but it is confuse for me because it is triangulate mode...

thank you

Dare-o
06-16-2010, 12:54 PM
what program are you using? if it was triangulated you can try to un-triangulate it using quadrangulate. Wings3d has an excellent tool to get rid of triangles, definitely check it out, the programs free too.

WinterNights
06-16-2010, 01:07 PM
Well, I just got a file house.ma and all intereous stuff in house are triangulate.
I use Maya.
I tryed quadrangulate but something work, something not.

Why actually people use triangulate objects...? this is for games or are importaed from another programs?

tnx

Dare-o
06-16-2010, 01:16 PM
You should try wings3d to de-triangulate your stuff then, just import it into wings then theres an option called 'untriangulate', its much smarter than maya's quadrangulate. (very simple interface) you dont need to install the program either, its .exe.

I think triangulating high poly meshes is for obj. exporting/importing purposes. Going from program to program maybe messes up quad topology?

WinterNights
06-16-2010, 01:49 PM
thank you Dare-o for fast respond,

I have another question, is uv mapping for you more easly when you have triangulate or quadrangulate? because when automat maping is problably more easy in quadrangulate object right....?

Dare-o
06-16-2010, 02:08 PM
I personally dont notice any difference when uv mapping triangles and quads. I dont use automatic mapping much but I would think when you unwrap an object like that, then stitch it back together, quads would be easier to manage.

Psyk0
06-17-2010, 12:48 AM
Quads = good for edgeloop selection = gain some speed for uv mapping, but mostly assigning vert weights when rigging.

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