hello guys I have a question, its legal to have triangles (or ngons) in the middle of the flat surfaces accounting all edges have doubles properly (creased) and looking good in the case of production ready subd , or we must stick to quads all the time?
What Im planning to do - build a hardsurface with creased / triple edges in zbrush having some overlaps for small details, but for concave details there are almost no option to use overlaps, so that is the case Im interested in. So Ill have one model as low-poly and subd + overlaps as highpoly
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It's all contextual. Strict quad only paradigm is basically a meaningless gesture unless there is a specific reason to do so. You only need quads when you need quads. If tri or an ngon works, it works, if it's a problem, it's a problem.
Anyways...
If the mesh isn't going to be distorted by animation, not going to have displacement, or the texture doesn't stretch, then why not?