Just finished following modelling tut, and had some queries about how they did some things. Wondered if I could get your guys opinions on it.
See the attached images.
In the first one, an edge goes into another, half way. Creating a square poly with 5 verts.
And in the second, the top surface of a complex shape is not split up, its just a shape with many verts.
Is this good practice?
Will the game engine triangulate this and all is OK?
Thanks
Alex
Replies
Always stick to quads whenever you can, modelling like this results in way too many ngons which will be a complete waste in performance if you're working with an older engine or mobile device
These vids were professional as well! LOL
Also there is need to stick to quads on your low poly. Quads and Tris mix fine here. Quads have some advantages but so long as your smoothing is good you dont need to worry about using triangles.
Model high poly any way you want as long as it smooths correctly. IE - inset ngons with support edges that are correct.
what i meant was that by having a poorly optimized mesh with lots of ngons you're more likely to have excessive triangles upon triangulation, thus slowing down performance
Which would lead to a huge clusterfuck of broken shapes, inverted normals, zfighting and general ugliness.
The first example is less critical, but could still have some artifacts. I'd say triangulate everything before importing, with not even quads remaining (unless the engine supports that, like the DS).
If it's going to end up as triangle, might as well make sure it's the triangles you want.
It's good practice to just do this manually as you go. While ngons tends to work out OK on export, if you get into the habit of just triangulating ngons as you go along - you can guarantee that there will never be triangulation errors on export.