Re: subdivide+edge selection 2004-01-23 - By life3d2000
Back >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 /info/terms/
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