Use case for triangles or indeed ngons, is when a given surface would generally be flat (planar) particularly applicable for mechanical hard surface objects - shape and their mesh boundary, has either a bevel or chamfer applied before enabling a subdivision/turbosmooth operation because it may not always be an option to…
I didn't use sub-D for hard surface modelling for a decade already . Because for hard surface things it's either sbs with bevel node on uv islands or rounding shaders to bake into normal map. Arnold , Octane , Cycles all have them . No hi res models necessary at all. Or sometimes its CAD modelling but often doesn't require…
you need to work with triangles if you need control over edge orientation - eg. to maintain convexity and/or control normals With a modern, high-ish poly, organic surface you'll rarely have to explicitly split a quad into triangles since there's generally enough geometry there to mean there's no artefacts to fix. With a…
Yes, I do actually. because with sub_D for hard surfaces you actually have to do two models nevertheless. One with sud-D for hi res to bake . To be then split into parts with vertex normals matching and another one with split edges ( smooth groups) for your actual game and LODs . Sometimes totally unrelated to each other .…