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Cylinder Caps Question

GavinUnit
polycounter lvl 14
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GavinUnit polycounter lvl 14
Sorry for making a whole new post for this, but I wasn't sure where I should ask it if not here...
I'm just working on cleaning up my model before texturing, and just yesterday I heard one of my teachers saying that it is far better to cap a cylinder with parallel quads than to tie them all off to the center, like they are when you create one.
He was saying something about how real time renderers handle this more quickly or something...
Is this standard? I ask because it's the first I've heard of it.

Thanks :)

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