Does anyone have any decent resources for managing edges (edge loops) while adding detail and tieing objects together?
Where is it appropriate and how would you go about collapsing multiple edges into a singular edge (generally causes triangles)? Should you hide those triangles in crevases?
Or should you be looking to rebuild the edge topology and fix it there vs collapsing edges. How do you deal with it in high poly? Or is it that you start low poly then sub-divide to get to high poly for detail?
Replies
There seems to be an easy way to do this in Blender. Not sure what program you're currently using. I'm not sure about 3DMax or Maya though.
http://blenderartists.org/forum/showthread.php?225323-Converting-Tri-Polys-to-Quad-Polys