Hallo,
I have question regarding triangulated meshes in game engines. Does the Topology/edge flow matter, when modeling assets that wont be deformed?
Often times it is possible to get a lower polygon count when the Quads are not simply triangulated.
Thanks in advance.
Replies
For example, Simplygon produces some very ugly looking meshes because they are built only to look good at a defined pixel size, and that is ok.
Also, keeping the topo UVunwrap friendly is always going to be useful.