Pipeline for Smartphone games. Perfect Quads necessary?

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  03 March 2013
Pipeline for Smartphone games. Perfect Quads necessary?

I start in Maya to build the low poly mesh. Edgeloops for animation are kept in mind but when it's finished I always end up with NGons especially when I combine everything together for a single mesh that will be effiecent with texturing.

So now I've got a problem as later with Zbrush and Xnormals both require the mesh to be triangulated. first. Now my pipelane looks like this.

Maya - low poly model. Have to create triangulated mesh to be compatibile.

Zbrush - Send triangalated mesh in for painting and sculpting details.

3DCoat - Awsome UVmapping tools. But made far more complicated and unenjoyable due to working on triangulated edgeflow.

XNormals - Burning and transfering of maps from high poly to triangulated poly.


Now I still want the original model to be what I finish with. So now I have to get the details from the triangulated poly onto the low poly mesh right?


See, this whole thing is a mess until I've figured out what to do. Perhaps fixing all Ngons is the only solution? I've also heard that customers on the 3D modeling stores want to see 100% quads with a few triangles.

In the process of fixing one NGon it seems like I only make more. Like a Rubix Cube.

At 1500 poly's / 3000 tri's maybe I should just redo the whole topology. Maybe I could get it lower.

 
  03 March 2013
Tri is perfectly fine but ngons are not. Best way to learn I'd say is to look at other's models. Head over to polycount you'll find lots of great works for reference.

Last edited by Panupat : 03 March 2013 at 12:40 AM.
 
  03 March 2013
triangles are better for mobile games actually, since quads will just end up being two triangles in the engine, so you're wasting FPS if you don't need the extra faces. Obviously, that makes it trickier for edge loops but your ears should be more efficient tris.
 
  03 March 2013
So I just stick with my tri model and delete the low poly quad version. Alright guess that's what I'll do.

Forget that game engines convert them anyways!..
 
  03 March 2013
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