Tris vs Quads for better typology?


#1

Hi there, Im wondering if anyone could take a look at the image ive provided and tell me if in this circumstance of the wheel im creating are tris better typology than quads. also this will be textured so will either tris or quads give any anomalies in the textures for example stretching. this object is a hard surface object that will not be animated. i know it probably doesn’t make much difference but im just wondering what one is better to use? Any help would be much appreciated.

Many Thanks

David.


#2

it’s a toss up really. if you’re going to subdivide the rims then you’ll have to take a look at it and see if there are any weird artifacts when you render. if you’re not going to subdivide them it doesn’t matter which method you used.

benefits of the version on the right over the left would be fewer polygons maybe. i didn’t count.

these days triangles don’t really hurt anything unless you can see them in a render. we used to have to worry about triangles because 3d software didn’t like them and they would cause problems down the pipeline. also, if this thing is going in a game engine it will be triangulated by default.

a square is just two triangles… O_O


#3

Yeah…tri’s or quads, just depends on how they’re utilised. Though bear in mind smaller tri’s tend too throw the most errors via a polygonal workflow.