Do you model with quads, right? but when do you convert it to tries? What is the right time when working for a video-game project?
If I model an object or character to be used in a game engine, do I need to triangulate it before UV mapping and texture creation? Or can I keep the quad geometry and expect the engine or software to handle the tessellation while preserving the overall look of my textures?
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I'd say triangulate it once you have no more changes to make to the mesh, preferably before baking anything (normal maps mostly). After that, keep it triangulated for the export. This way the triangles used in the bake are guaranteed to be identical to the one used in the game (some engines might triangulate the quads differently).