I'm aware that tris are something that should be avoided when modeling things that need to animate well but I am just curious if you ever use any tris in your character topology or avoid them at all times no matter what. I would like to be sure my game-ready models are adhering to good industry practices in this regard.
Replies
2. Tris per se are not a problem. Pure placement of them is.
3. The only thing that should be avoided: animated topology stretching/deformation & shading artefacts.
The go-to place for research is The Art of Moving Points by Brian Tindall.
Unfortunately only for Apple products but it's well worth it to invest in.
Also check this:
http://wiki.polycount.com/wiki/Topology
http://polycount.com/discussion/146695/polycount-to-professors-ngons-are-useful
Good explanation about why people preach quads, check comments section too:
http://blog.digitaltutors.com/modeling-with-quads-or-triangles/
http://blog.digitaltutors.com/ngons-triangles-bad/
Topology should be kept gridded as much as possible, but the difference between using a pole and a triangle is trivial.