You can't control how things are triangulated in maya without actually connecting those edges. In this case I would probably connect them as tri to form the point of the spike correctly, because at export to game you don't really get a choice to lock in the tri direction any other way, and you might get those edges being…
development update: In This Update, I will be demonstrating the new selection modes and Quad Connect tools. This tool is still in development, I will release it as soon as its stable enough. -----New Selection Modes ---- Multiple EdgeBounds -- it will auto select Face section inbetween 2 Edge Bounds Extend To Hard Edge --…
I don't even see an option to input a password. I can add polycount to the server browser, but instead of prompting for a password upon connecting, it just refuses connection.
for 1, i'd select the two edges you want connected with one edge and dopolySplitRing -ch on -splitType 1 -weight 0.5; then split polygon to connect the edges for the triangles
I know its too late to fix but the ear is wrong. Its only connected to the head from the middle while in reality the lower part is connected to the head aswell.