CGTalk > Techniques > Modeling
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
Thread Tools Search this Thread Display Modes
Old 02-07-2005, 09:46 AM   #1
AM Student
raphii's Avatar
Walser Raphael
CG Artist
Basel, Switzerland
Join Date: Jan 2005
Posts: 17
triangles vs quadrangles

Just a quick question: I'm new to 3D and wondering: what's the big difference between triangles and quadrangles. I read some things on the web about it and now i'm confused about how i should model... On some pages i read that rendertimes can be lower using tri's instead of quad's. I also saw that if i export models to applications like realflow, it triangulates them all. is it better to just work with triangles and try to avoid quads?
Old 02-07-2005, 04:13 PM   #2
CG sedulous
blackwood's Avatar
Lee Blackwood
3D Artist
London, United Kingdom
Join Date: Feb 2003
Posts: 91
You can try modeling using tri's but i dont recommend it.
Thats why we use quads, its easier for us to create shapes using polygons with more than 3 sides, then you let the computer triangulate it when its rendering or exporting. If you export a model to whatever realflow uses (I don't know of this program) i assume it triangulates it in the export process. Adjusting this model will now be more diffiicult.

The reason for using quads is a more complicated affair invloving the smoothing of edges on meshes. This site and many others have tutorials/advice on this.

- Lee
Old 02-09-2005, 11:21 AM   #3
New Member
Join Date: Feb 2005
Posts: 14
quads smooth better, when added a smooth modifier to your model when done, triangles can also caus really nasty deformation when animating, see for example the old game models like quake 1/2 its kinda spiky.

when using quads,deformation gets a nicer flow, and looks more natural,that why we model in quads, not to mention that its way easyer thinking in quads, in terms of puzzling your model together.

realflow, is a fluid simulation program, that also has a plugin for 3ds max, it triangulates models, to get more accuracy when something hits it. for collision purposes,but basicly with edit mesh in max for instance, your model is quads, aldo you use quads, you just dont see it. think its in ever t packige dont know for sure, but when rendering, it always calculates tr's so realflow does not really convert it, i think , just let them see,
Old 02-09-2005, 12:13 PM   #4
eek's Avatar
Charles Looker
Snr Technical Artist
Electronic Arts
Vancouver, Canada
Join Date: Feb 2002
Posts: 4,221
Quads are key, but its very hard to keep a true quad model. If you do start generate tri's, keep them tucked away in areas such as crease, joints, sides of head etc etc, as your'll get rendering artifacts.

Disclaimer: My opinions are not those of my employer.

Old 02-09-2006, 01:00 PM   #5
CGTalk Moderation
CGTalk Forum Leader
Join Date: Sep 2003
Posts: 1,066,478
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
Thread Closed share thread

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 06:35 PM.

Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.