When creating a low poly on an object like this, how would y'all triangulate its geo? I collapsed the edge loops on its face to a single vert in the middle, but the stretching appeared too extreme. Any advice would help and be greatly appreciated.
There is a lot you can remove in the middle here, the key here is to rotate the mesh with lighting and remove as much as you can without causing shading errors. It also depends if this mesh is going to baked?
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Also, it's flat, you could pretty much triangulate it however you want.