I'm trying to get into making game art and I want to know...when is it okay to use triangles for models intended for animation in a game? I often look at models from released games and get frustrated when I find that none of them seem to conform to a strictly quad polyflow. There are quads in some places I'd expect (edgeloops around the mouth, for instance) but not in other places. Heck, the EagleMan model I see on the top banner seems to use nothing but triangles!
So when is it okay to just go ahead and use a triangle?
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The main place to use quads is if you're building a mesh to sculpt on. Quads subdivide nicely, and tris do not. If you have tris, you'll get all sorts of pinching when you subdivide. Although that's possible even with quads if you have poles... but that's a different story.
The other thing is when you're laying down some edge-loops for deformation, especially in the face area, but anywhere that deforms really, it just makes more sense to work with quads. Simply because you can see what you're doing much easier that way.
So in short, if you're working on a model that's going in a game, I see no problem with using tris whenever and wherever you want.
So you saying, if I'm not intending to use subsurf to add smoothness to a model, it's completely okay to have triangles (as long as they won't deform horribly) wherever I want? If so, are there any guidelines to using triangles that'll deform right in a mesh?
I'm sorry if you feel like I'm repeating your words. I just find it easier to understand things if I put them in my own words, and I like to repeat my understanding to confirm it's right :P.
So, just work with quads, and whenever you feel like you could a tri, use it.
Does anyone know of any resources that can show me exactly how triangles can affect shading and such?
Especially if you get into exporting models for say Zbrush or such. Triangles are always apparent.
This only applies for the master model. Not the final in game low poly.
Side question: Is it common practice to make models with little regard for poly flow and count with the intention to retopologize it later? I attempted to establish a workflow like this with Sculptris, but sculpting turned out to not be my cup of tea. Give me enough time with clay and an armature and I could make a model just fine. Tell me to do it in Sculptris and it all falls apart! There's a distinct lack of tutorials or timelapses that really explain what's happening also.