Okay I'm new to all this 3d goodness. I'm making a low poly character and I'm wondering, do I need to create the whole character with quads or is it okay to have triangles as well? I've noticed ZB3 doesn't like tris (it won't reconstruct subdiv's if you have them) and I think I read somewhere about them not being "popular".
I guess i'm asking is it good practice to stay away from triangles in a model?
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however, when i am almost ready to put something in-game, before i start rigging i'll usually convert to triangles and see how it affects the overall curve, and if there's any way i can optimise it better.
if you have even one tri in your model you will be cursed for all eternity
only girls model with tris:)
if you have even one tri in you model you will be cursed for all eternity
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Aw man!!!!
To summarize in 1 sentence or less:
Model in quads, do your zbrushery, and then your final in-game optimized mesh can have tris in it.
You're probably better off just modeling in quads in the first place.
Nothing wrong with tris if you understand how it subdivides and can you use it to your advantage. Not that I know how.
Elsewhere? Quadflow is nice, but on low poly models don't keep quads solely to have quads.
Eventually, you are going to have to convert your model to triangles for importing it into a game engine. But that step can be handled later, and isn't that hard even if you originally build the model in quads. You just have to give it a once-over and make sure all the edges are turned properly. With modern pelt-mapping techniques, these sorts of changes won't adversly affect your UV Mapping.
Basically, its all about the workflow.