A - Bad, because you have 8 Tris instead of the 6 you get in B-D B - I use this method; it's nice if you come back and mirror the geometry later C - I avoid "triangle fans" at all costs. They can cause weird normals, mirroring can cause weird triangulation... it's just a bad time, personally. D - This one works, but I'd…
Well they all look exactly the same without the lines to distinguish them :) The only other thing I can think of is that A or B could help you save some texture space.
I agree; 2 tris isn't terrible, but I've had it drilled into my head enough times that I'd avoid it. Also something to consider; on an 8-sided Cylinder like this one, B-D are 28 Tris, while A is 32. 2 tris doesn't seem like much, but in this case it's an extra 15% polys. If you have a mechanical mesh/scene with a lot of…
I have heard a few different thing s about the best way to model the top of a cylinder, and I just wanted to know what I should actually be using:] Keep in mind this is for mobile platforms, if that has any affect on the decision! A - I don't think anyone actually thinks that is best, it is just there for completeness. B -…
I'm pretty sure the Humus link, is dealing with heavily subdivided meshes, if you're game is using some kind of tessellation then the performance might take a hit, but since we're dealing with mobile game and most games in general, You're just using the first part of that graph (48). The edge flow on a non-tessellated…
They all have their places and practices. It really depends on the object and how it will be used and UV mapped as to how you will need to edit (if at all) the end caps of a cylinder. You also have the other issue of your time being spent flipping and defining edges on cylinders and how those edges will effect edge flow…