Recently I came accross few Final Fantasy XI models. When I check the wireframe, it's all build up with triangles. I am quite confused. Since I see most of the 3D modeler here build models with quad, what's the deal with triangles? Are they neccessary for game model?
I see, thanks for the info. Now does this tranformation happen automatically inside the engine? or after modeling, modelers needs to give the final touch to break all quads into triangles?
Usually, it happens automatically. However, it's probably a good idea to check the triangulation of your model before it's exported to a game though, as invisible edges running the wrong way can make shading look odd, or joint areas deform weirdly when animating. Not necessary entirely, but definitely a good habit to get…
Good to hear I'm not the only one Sam. But yea, you do make a good point. I suppose I'll probably do the same as you. I did talk to him a bit about it though, he said that as long as the triangles don't affect the deformation in animation they'll be fine. So I'm still gonna have some in my model.
Glad to see this post. I was a little frustrated by that too, basically decided I will just do the quads he wants for his class and do what works for my own stuff. I think part of the reason that he's trying to push quads like that is because there are some students that still can't maintain their edgeloops. If he just…
[ QUOTE ] Oh my fucking God. Your tutor needs to be put against a wall and shot for spreading shite like that. Seriously, this quad/tris argument/discussion is driving people fucking INSANE. I am so utterly bored rigid of this whole discussion I am going to actually kill human beings. IT IS NOT ROCKET SCIENCE. Keep models…