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…
thats a triangulated version of his low poly.....keeping things in quads while you work is a lot easier to use loop and ring selections. modeling everything triangulated would probably be a bad idea.
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…
Mind that if you're working with very low poly models, it's more useful to triangulate; the chance of its mis-triangulating if you let the software do it for you is much bigger than when you've got a million of them. It's also useful to make affine texture mapping look as good as possible (though I don't know how common…
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…
Listen to Perna because he is quite right. The quad modelling tools these days give a much greater efficiency to the artist and work in a clear and easy to follow way. Its easier for all facets of the art pipeline to assess a wire frame when it is in quads. This plus the increasing number of tools for quad modelling out…