Short answer: For final in game models use mostly quads, except where it makes sense to use tris. Games use tris. Always count tri's not polys. Polys can be made up of any number of tris. You can feed a game a quad but it will break it down into tri strips. you thought you had 4 polys but one of them was a 5 tri poly the…
Just finished up an Unreal Game Jam. 4 days, 5 guys... Didn't get everything in game we wanted to but we are planning on finalizing it. A Grim Situation https://drive.google.com/file/d/0B2J...ew?usp=sharing (this isn't finished but everything works) two player co-op. need a controller, windows. (you CAN play Grim and…
So trying to use muticut to add the muscle shapes i've ended up with tri's but can never work out how to get rid of tri's :( If I collapse an edge the tri disappears but the next quad along becomes a tri. If I cut a tri in half all I get is a 2nd tri. Maybe getting rid of the tri's is something for later and I shouldn't be…
I've been trying to model very low polygon figures that can work in Poser (Stop moaning.), or be exported to a game engine. >5000 Polygons. The trouble is I've used to working mostly in quads and avoiding Tri's like the plauge, but game engines seem to require only tri's. A 2000 polygon figure istantly becomes 4000 Tri's…
Working on a modular building with one Uv tile. Looking to be bring some variety into that brick. The windows will be treated as a separate texture element also with it's own uv space. I divided a plane into different parts and used vertex color to mark the various trim sheets
Hello, I am working right now on my personal project. I decided to rework in UE5 monastery scene from my favorite game Gothic 2. I wanted focus heavily on trim sheets because i would like to improve in this area. I used one 4K texture for all assets(buildings, walls, sidewlaks , bridge and everything what i modelled.). I…
A lot of these sorts of (usually entry-level) questions about triangle usage culminate in the following understanding: 1) The notion that one should never use tris/ngons is reductive, and there are times when tris are actually beneficial to deformation. 2) Quads get turned into tris at the end of the process, anyway. I'd…
Hey Polycount, Releasing Quadify Ultra today, and wanted to share it here since this community has always been where serious topology conversation happens. https://youtu.be/1_7xRSyeLUc What it is Quadify Ultra is a retopology addon for Blender 5.0 with an ML routing engine. You select a mesh, hit Ctrl+Shift+Q, and it…
Hey Polycount. I have been researching this topic for a while now, and I know that there are normally multiple ways to go about it. The context is that I'm practicing my modelling and texturing for non-stylized contemporary architecture assets, meant for a hypothetical fps game that has large open urban areas. By…