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The Mob Rules

The Mob Rules

2004-06-23       - By Joel Blackwell

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Reply:     1     2     3     4     5     6     7  

You're right with everything there, Kris.

If you have a quad face, and it's non-coplanar (not flat) you can get
rendering artifacts in game engines (if the game engine will even accept
it), and in rendering engines as well, unless like Truespace, it can
triangulate as it goes.  If you model with quads, and then triangulate
afterwards (by using a quick triangulate option in a program) you can
get edges facing in directions that can case bad smoothing between
polygons, in things like Opengl applications.   To fix this, you need to
manually turn the edge.  That's why some guys triangulate as they go,
and the arguement about whether to use quads or tris begins.

Anyway, I'd personally leave models untriangulated if you're going to
sell them, mainly because it's easier to triangulate a model, than drop
it back to quads.  But, if your model requires the odd tri here and
there, go for it :)

This is a great tutorial on the topic...

http://www.loonygames.com/content/1.6/totb/

-Joel


Kris Krieger wrote:
> At 06:42 AM 22-06-04, RorrKonn wrote:
>
>> I always herd, MODEL WITH QUADS !!!,Even read it in some 3D App's
>> Manuals.
>> Well I have adopted a new philosophy being that to model Chrome 100%
>> quads
>> just razes the polycount extremely high, [ ... ]
>> From now on I am going to model with Quads and Tri's.
>> I realize this is against the 3D Worlds philosophy,but like Black Sabbath
>> said ,If ya listen to fools the mob rules.
>
>
> I don't know about a mob, but I thought games tended to require
> triangulated models.
>
> Re: polygopn count, I thought that quads would create fewer polys, not
> more; whereas triangulation (I thought) makes for easier texturing because
> triangulated models are not as subject to having badly-aligned faces -
> there is a better and more accurate description of the reason, of course,
> but I can't think of the technical details off the top of my head, but i'm
> sure it's deep in the tS archives somewhere... =;-)
>
> IMO, what many (most!) people often think of as being "rules" are actually
> guidelines.  In the end, you have to adapt to each individual situation,
> rather than allowing guidelines to become dogma.  That's true of pretty
> much everything, not just 3D <g!>   Seriously, tho', I thought that the use
> of quads and/or triangulation all depends upon the situation and the
> end-use for the model.  I don't know which is the "safer"  bet for models
> you might want to sell commercially - I have the impression that
> triangulated faces are accepted by more applications, but I'm not sure, so
> hopefully someone else knows.
>
> - Kris K.
>
>