Hi everyone,
So I have learned this from different sources that you need to triangulate your mesh before publishing for a game. Please correct me if I am wrong at any point. I am very new to the world of game graphics. What I want to know here is:
1. Should I triangulate my meshes if I am going to sale them as "game models"? Why I am asking this is because once they are triangulated, they would lose some flexibility in re-editing the models again. And in most cases the customer, whoever downloads such models, wishes them to retain this flexibility for future use. So what am I supposed to do under such condition?
2. If I use triangulation, when exactly should I do it?
- Before making UV?
- Before baking process?
One more point I must mention and that is, I am using 3Ds Max 2009.
Replies
Typically the mesh is automatically triangulated when exported. Cause actually it is always triangulated internally anyway. You just don't see the "inner" edges visible all the time.
So I wouldn't bother with it at all, and as you said keep the model in an edit friendly format.
in max i'll use a triangulate modifier (non-destructive) and export the mesh for baking down normalmaps etc. and keep the modifier there for final export to engine, that way i'm absolutely certain that everything is in sync.
You might have three different programs that use that model: the modeling program (i.e. 3ds max), the baker (i.e. Xnormal), and the game engine (i.e. UE3). If one of those triangulates the polygons differently than the others, this can cause the tangent basis to change, which can cause normal map shading errors in-game.
Best to triangulate non-destructively, like almighty_gir says.