I still don’t quite understand the concept of modeling in quads. From what I get (and correct me if I’m wrong) modeling in quads keeps subdivision problems from occuring. Poles are to be avoided because of smoothing problems. But if I am doing a low poly game model that won’t be subd’d, why should I stick to quads? Can’t I just use tris? As long as the strips are in order is there any problem?
Why use quads?
Use Quad for construction,add details then triangulate when you’re done with modeling.
For realtime model editing,triangulate and use either Dissovle/Connect Or Turn edges to get rid of the potential creases created by non-planar faces/tris.
You SHOULD have triangles,poles and/or N-Sided faces during construction because they will sometimes help keeping the intergity of the shapes while you model this area or just temporaily assist you in the definition of the edgeflow,just keep in mind to clean those after you’re done.
You can/have to use “5 Edged Vertice poles” or “3 edge vertice poles” in order to separate the paths of 2 different edgeloops.
That said,contrarily to what Azazel told you,optimizing is way faster with polygons than triangles,at least in my case.
A fast example would be;
1:Select an edge around let’s say,an Arm or a leg
2:Then hit “G” to select an edgering(parallel edges)
3:Finally,invoke the RMB Menu and select Collapse
See how it’s fast and clean?
Hope this helps.
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.