Suppose I'm retopologizing a character model. The character has spikes. At the tip of each spike lies a single vertex:
When I retopologize, I like to start with as few polygons as possible, shrinkwrap, make some adjustments, use Maya's Smooth function, and shrinkwrap again. Upon using the Smooth function, Maya turns the tris at the tips of the spikes into quads:
I understand that everything gets triangulated in the end, but would it be best practice to keep these as quads, or should I turn them into tris, like this:
Does it even matter?
Also, what are points like these called? Are they acceptable for use in character modelling for game development?