Ooohhhh, okay, thanks guys! It's really annoying that my instructors drilled into me quads=polys and models should be all quads all the time. Especially when all real time game models are triangulated.
actually, poly count and triangle count isn't accurate at all... If you are talking about game assets, what you looking for is the vertex count AFTER exported. A simple cube with 6 faces can contain 8 vertices or up to 24 vertices. it all depends of the UV's and smooth edges.
All realtime models are triangulated. So they mean triangle limit, not polygon. Definition of polygon: a plane figure with at least three straight sides and angles, and typically five or more.
The Statistics Max is showing me seem to be malfunctioning or something along those lines and I can't figure out why. First some info: -I made a model that the statistics say is 950 polys -When I go into Polygon selection mode and select all, there are 950 faces/polys Here's My problem: -When I export to SMD via Wallworm,…
I figured, the poly count couldn't be trusted. I also found out through further research that a fully triangulated model seems to have the same amount of polys as it does tris. The source of my confusion is Valve's item "Poly limits" for TF2. On the workshop site it says: "Keep the polycount similar to what's already in…