The couch example is just to show the difference between triangulating and building the tris your self. Yes you can optimize that mesh even more but just for showing the difference. pior: No worries, I am discussing modeling in tris not really uv splits, shading split or material split. Optimizing the materials in a game…
I don't understand this example at all. One example has half the amount of quads as the other, but is triangulated, and they don't really have the same silhouette. If you didn't triangulate the one on the right, it would have half the amount of quads as the example on the left, and the same silhouette as before it was…
Is it really? You can do that same trick and keep it all quads (see C2 & D2), by removing every other edge from your 40 tri cylinder and rotating the top ring of edges 20 degrees then flipping the hidden edges (if you're in Maya you're forced to triangulate it). OR Take the top ring of edges in your triangulated example…
What I am saying is that those 20 tris equal the same silhouette as the 40 tri example but if you switch the 20tri example to be all quads it would loose the silhouette match....i will concede for now due to the fact I cant seem to get my points across.... Im sorry to have wasted your time.
I don't see the point of the couch example. You sacrifice proper smoothing by building chunky topology where the mesh would benefit from more, and apply a huge number of unnecessary polygons to the flat surfaces that do not need them? "Triangulation" is part of optimization, but you use them wisely and as needed. It's not…
Sorry if I sound like a douche but to me it looks like you just discovered that, then decided to call it a theory and post a thread about it. Theres more to gameart than "OMG too many polygonz!!!" You need to consider easy rigging, UV splits, all that. Also the couch example is irrelevant since you removed details…
Perna: Thank you for your time in responding to my questions. If you could still bear with me a bit longer, I am wondering with a knowledge of animatable topology couldn't you place important loops where needed (for example: Knees) to refer back to Vadim's model in my original post where I drew in loops that would be…
I'm not a modeler, but as a rigger/animator I appreciate the character models created with quads. Real quads, even triangulated quads is hard to work with. See this example: Each sphere is about 340 tris. When I skin I frequently use the grow selection button to blend and smooth weighting. The bottom left sphere is…
perna is correct. Let me just try to put it as simply as possible: 1. Use quads to build your initial lowpoly mesh - this means you can use all the awesome tools relating to edge loops, edge rings, everything that saves you time and does not work on triangulated meshes. 2. Triangulate and optimise where necessary as a…
there is some truth to what this cat is trying to argue, but he's got some issues articulating it. it is a fact that a volume can most easily be represented by triangles (not just triangulated quads, but any shape and order of triangles), and i think the clearest example of that is when you decimate a mesh. there is no way…