Make with polygons, alpha method is more expensive, DXT5 instead of DXT1 texture, alpha overdraw, and would look worse in low graphics settings that polygon version.
You could use those polygons a lot more effectively on that mesh. The silhouette is rather simple but the polygon density looks like it would be something that would deform.
You can select polygons and use Detach in the Editable Poly rollout of the Modify panel to make the selected polygons into a separate unique object, if that's what you mean.
I think triple is simply the Lightwave term for triangulate. Apparently it's also a way to check for degenerate polygons, since they mention 1- 2- and 4-sided polygons.
Checkout Polygon Academy: https://polycount.com/discussion/211965/gamedev-q-a-video-series-polygon-academy https://www.polygon-academy.com/ A ton of industry advice, relevant too your queries.
This model is much more interesting. Just watch your polygon distribution. For example, there's a lot of smooth arches, but the ground level, curved borders to the walkways should be smooth as well (not so polygonal)
Everything is done! Now for some tweeking and optimising! Stands at 3682 polygons (tris) which means Im 182 polygons over my limit.. time for some cutting. Magus 7
You can't loop unselect in any version. I always loop select the edge/border, then CTRL select the polygon element button (it converts to nearest polygon selection).
If for some reason you still want to get rid of unnecessary loops. For example in case of mobile game or if your game show first lod on replays and cut scenes only. You still can manipulate the normals responsible for shading "corners" directly . Sometimes it's enough just copy normal from a vertex outside the hole to one…