I read somewhere that you want to keep your quads planar for game models or else it won't render right in a game engine. Is this true? It seems impossible. It would rule out vertex positioning by hand, as soon as you push a vertex around a quad is "broken" into two triangles. Also, if its going into a game everything is being broken down into triangles anyway right? Have I misunderstood what it means to keep your faces planar?
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If I leave quads in, I personally always go over the most important areas of my models, face by face, and run a make planer script each time. It makes for very elegant meshes.
As Pior said, the only reason you might want to watch out is if you have a quad (or n-sided polygon) that is far from planar, since then you might not be aware of how it will triangulate on export, and things may end up looking bad. This is a fairly rare case in my experience, though, and one which is easily noticed and solved.