Blender why no triangles
Minor triangles shouldn't cause problems as long as you don't plan to animate the mesh later. Animating with quads is preferred to triangles imo. Here are a couple edits to the mesh that could be done if you want. Divide green edges to form quad flow around to yellow verts. It's not perfect, but will work if you manipulate the mesh in a similar way.
Everything gets rendered as triangles in the end - as kbrukhart84 stated. YaroslavZinchenko and plasmabazooka like this. Well, yes in many ways quads are easier to work with. I think the proper workflow is create a desired topology probably even with dynamic topology of sculpting and then do retopology with quads. In other case I have no idea how to predict where quads should go. A blueprint is not enough for me.
For retopology I found a remesh modifier but I'm not sure if this one helps for retopology after sculpting. It worked on small test but have not tried on a big object such that vessel. Joined: Jan 19, Posts: 4. Quads can stretch from edge edge to cleanly and not as well when it is corner to corner stretching.
Come render time what happens with each quad is it gets converted to a tris and the values for each part of the face of the tris are interpolated from the three corners of the triangle. Once it gets kind of stretched weirdness can begin to happen as the render engine tries to figure out what to do with this overly stretched angle. Here is what happens when you have triangles that you apply a subsurf to. The question is, can one conveniently maintain the even distribution when doing less regular shapes and is it worth the hassle?
Actually I agree with your answer. Tris are not bad and in fact when the mesh is rendered all polygons are reduced to Tris. It depends on the rendering engine. I will at a later time if nobody beats me to it show an example. Gunslinger Gunslinger 6, 1 1 gold badge 26 26 silver badges 38 38 bronze badges.
It's easier to read edge loops when looking at quads in a low poly model. I am not sure about ngons and issues using them in character animation. John H John H 1 1 gold badge 2 2 silver badges 9 9 bronze badges. The Overflow Blog. Does ES6 make JavaScript frameworks obsolete? Podcast Do polyglots have an edge when it comes to mastering programming Featured on Meta. Now live: A fully responsive profile. Visit chat. Linked 0. See more linked questions.
Related 9. When enabled, it will prevent the union of triangles that do not have the same material assigned. When isolated groups of faces are selected, they can be combined with Create Face or Dissolve Faces ; this is not limited to quads. Blender 2. Hint When isolated groups of faces are selected, they can be combined with Create Face or Dissolve Faces ; this is not limited to quads.
What is good at design-time for a game is not what is good at run-time. Lastly, the purpose of quads is to make smooth models. Most game models are not really smooth if you look at their meshes. They are blocky but there are tricks applied to make them look smooth even though they are not. This is faster for graphics hardware to do than to compute all the subdivisions required to smooth out a quad-based model. If you just want to make a shape you can use Quad or Tris.
But if you start to mess with polygon with physics, they start to give different results.
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