To add to what's already been said and hopefully clarify a few things: there's a number of different reasons why an artist would choose to use a triangle instead of a quad when creating an arch. The relevance of any specific answer really depends on the model's intended use and the desired outcome for the project. Looking…
Based on our game I have never seen a single issue from quads only exported with split edges where they typically should be . But my quads are usually planar and the export is from Max only . Pretty much same as in this gif https://us.v-cdn.net/5021068/uploads/L1SEPP7O9J38/example-bakingtriangulation-animation.gif posted…
Thanks Frank. Great examples how topology influences shading and normal mapping :) Indeed Unity can interpret quads (even ngons ?), like Blender or Maya. Though i'm not sure what the point is. The point is that most of the times you can simply export the quad mesh that you have modeled, and get away with it. It might even…