EQ can you explain your reason for B? Based on these tests back in 2009 by Humus it would seem C or as equilateral triangles is best for performance. http://www.humus.name/index.php?page=News&ID=228 Would love to hear your thoughts.
The humus article talks about tessellation. And there are several tessellation algorithms. If the model is not going to be tessellated, any method is valid. I use to use B in certain models (it's a way to have quads in a cylinder of parity 2), but for normal mapped models A gives me better results.
Since this is a topic about n-gons, can someone tell me which topology is best (for games)? A: 37 Polygons, 70 Triangles, 37 Verts B: 26 Polygons, 68 Triangles, 36 verts C: 32 Polygons, 68 Triangles, 36 verts D: 35 Polygons, 68 Triangles, 32 verts
B is generally going to give you the most reliable baking behaivor, which is why I favor it. The max area thing, I won't argue that using large polygons like that is technically a little faster or more efficient, however, doing benchmarks with a bajjillion cylinder caps triangulated in that way is simply not anything close…