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Re: subdivide+edge selection

Re: subdivide+edge selection

2004-01-23       - By life3d2000

 Back
Reply:     1     2  

>From my experience overall, quads are better, as a model will
be "lite", were a triangulated model will be much "heavier" An
experienced modeller will strive overall for quads, but will have
perhapse 20% of triangulated polygons to create smoother areas where
needed, and allow for morph details.
The expert on this is Anton of Daz3d this is what he has to say
below...

On organics and cloth, quads allow for more diverse shapes by
allowing the poly quads to change the direction in which they fold.

A traingulated quad has a fixed crease that will not allow it to fold
in the opposing direction.

For things like cloth simulations, triangulated meshes generally work
better and come out smoother, because they ristrict irrehularities.
But for faces and soft solid structures like pillows, faces, etc,
they can be annoying, bacause they can prevent a contour you want in
the morph.

Poser does not overcome irregular quads. They eare the black spots on
the mesh edges we see at times. That smoothness is up to the modeller
or the person making the morph targets.

Triangles aren't bad, but they hog memory and can be limiting if used
randomly or in excess for thing other than cloth simulators and
dynamic deformers.

-Regards,
Anton


--- In Carrara@(protected), "debadger" <debadger@(protected)> wrote:
> Years ago, learning 3d in Autocad and in the process learning how
to build
> aircraft galleys I learned that a triangle is ALWAYS flat.  A
quadrangle can
> be twisted out of flat but a triangle never is, which in a 3D app
like
> Carrara (and I'd bet any other) that is using polygons it will get
confused
> with quadrangles.  Those are your source of a lot of problems with
booleans,
> I bet.
>
> Elena
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