The Mob Rules 2004-06-23 - By Kris Krieger
Back 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.
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