Ok so I'm currently working on something that requires me to figure out a face topology and pretty much stick to it, and the end result will be triangulated.
I always see head topology based on quad edge flow, but what about for triangulated meshes? When you triangulate an even quad mesh you have uneven triangles, new edges can flow all over the place, sometimes giving directionality in the specular.
for an example of what I mean, a normal quad based topology might get you something like this:
and even triangles would be more like this:
There are still edges that could flow but the mesh is more uniform.
So does anyone have an example of good triangulated head topology?
I have lots of examples of good quad based topology but none that are triangulated. Or am I looking too far into something that doesn't matter?
What about for morph targets and face animation? I'd imagine having the even distribution of verts with the tri based grid structure would be better for those types of deformations, but I haven't seen much on the topic.
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What I've seen so far mostly ignores the idea of triangulation entirely, the examples I've seen are based on working with quads and subdividing quads, but I'd like to make my base mesh with triangles with the option for game engines and tessellation in the future.