Recently I came accross few Final Fantasy XI models. When I check the wireframe, it's all build up with triangles. I am quite confused. Since I see most of the 3D modeler here build models with quad, what's the deal with triangles? Are they neccessary for game model?
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All meshes, no matter if they're made of quads, pentagons, octagons or whatever polygon shape you have, will be rendered as triangles in a game engine.
However, it's probably a good idea to check the triangulation of your model before it's exported to a game though, as invisible edges running the wrong way can make shading look odd, or joint areas deform weirdly when animating. Not necessary entirely, but definitely a good habit to get into.
Am I getting old or something then?
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We all are. And then we die, and get put to earth in quad shaped boxes
Now, I've alwasy been under the impression that quads are pretty much only used to ease workflow, make the mesh nicer, and for smoothing. Is there a reason for him to be so against them? He told me that some engines only allow quads (he actually said older engines mostly). I'm completely baffled, because that seems ass backwards to me.
So what is up? Is my teacher completely wrong, or am I?
To say the least I'm not very impressed, and will be having a bit a chat with him next class.
WHat I really don't understand his how he could be so wrong. Before becoming a teacher he was in the industry for something like 10 years. :P
Ahh well, thanks a bunch Daz.
(Btw I'd have my money on you and your right hook)
Oh my fucking God. Your tutor needs to be put against a wall and shot for spreading shite like that. Seriously, this quad/tris argument/discussion is driving people fucking INSANE. I am so utterly bored rigid of this whole discussion I am going to actually kill human beings. IT IS NOT ROCKET SCIENCE. Keep models predominantly quads for subdivision, realtime models do whatever the fuck you want. Leave some quads for cleanliness/visual clarity. It doesn't make a difference because realtime renderers can only render tris.
Your tutor is a fucktard of the highest order and the fact that he is in a position of 'teaching' is a bloody joke. I am so sick of the idiocy in this industry. Seriously, point him to this thread and my specific comments. I am SOOOooo beyond caring. He's a fucking idiot. I want to fight him. Is he big? I reckon I can take him. I'm pretty fit lately and my right hook is mean as fuck. Game engines cannot physically render quads, only triangles. You were correct in your estimation of how quads factor into game art. ffs. wtf.
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... - he deserve all of this. I'm not PRO just a hobbyst and I prefer to learn here than have one teacher like this.
Anyway He's <u>welcome at polycount</u> ;
some great guys as ( Poop ,Bobo, Pior , Mop ,Daz , Vahl ...and others ) can teach him. I'm sure of it.
That's realy sad story.
Go France!
I always tought they didnt as quad is not always flat and triangle is. And when the "non existing" edge is part of the shilouette then what??
sometimes i think theyve been employed from general 3d backgrounds and have read "Game art for dummies", which makes them a source of all knowledge
Alex
kind of the reason i choose to do a fine arts degree, cos when i checked out the available design courses they looked pants (back in 1999-2000) the teaching sounded pants,i even remeber some of the course blurbs being nonsense. and that was back when my knwoledge was pretty lame.
i think iys got alot better than then, id do it now, as how else do you get a loan to spend 3 years on your portfolio.
fancy saying old engines dont support tris, have they ever played any?
actually one of my teachers was telling me about this old ass engine that required you to do things in quads because it wouldnt import correctly otherwise. I didnt understand the exact technical stuff behind it but it was something like, when it went to transform a poly into a triangle and the poly was already a triangle it would get confused and crash. Wierd I'll see if I can get the name of it from him tommorow.
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And for buggy shit like that you are supposed to create inefficient assets, instead some coder spending 5mins and fixing the bloody thing?
How hard is it to code a check that determines wether the poly in question is quad or tri...
I suppose I'll probably do the same as you. I did talk to him a bit about it though, he said that as long as the triangles don't affect the deformation in animation they'll be fine. So I'm still gonna have some in my model.