modeling for triax weighting, quads or tris?

MistaraMistara Posts: 38,675
edited December 1969 in The Commons

are quads still preferable? or better to tesselate to triangles? :)

what # do you consider a low poly count to be?

high # count?

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,464
    edited December 1969

    Quads are preferable for DS and Poser generally, and certainly for SubD meshes.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Yeah if you sub-d tris everything looks quilted. That's one of the reasons everyone has been on Marvelous Designer over their promise of a Quad mesh in MD2, you either have to export at a very high poly count, deal with a quilted subdivided look, or retopo the whole thing.

    If you're not subdividing though it's still better to model in quads so you get proper edge loops for animating joins. Once you've done your modelling you can convert it to quadrangles if you really want to but I don't know why you would.

  • MistaraMistara Posts: 38,675
    edited December 1969

    what about where you intend the mesh to bend, like at the elbow - even edge? diamond-ee?

  • JOdelJOdel Posts: 6,288
    edited December 1969

    At the user end quads are a lot friendlier to select for creating your own matt zones. Very disappointing to load a clothing model that you want to make some extra matt zones for and go to the mesh view and find its all in triangles. You can't find a decent edge half the time.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    JOdel said:
    At the user end quads are a lot friendlier to select for creating your own matt zones. Very disappointing to load a clothing model that you want to make some extra matt zones for and go to the mesh view and find its all in triangles. You can't find a decent edge half the time.

    That was the one saving grace about Marvel Designer was that even though it was a completely chaotic triangle mesh, at least the patterns that made the clothing also ended up becoming the UV maps for the clothing making it extremely easy to create texture maps for.

  • ValandarValandar Posts: 1,417
    edited December 1969

    are quads still preferable? or better to tesselate to triangles? :)

    what # do you consider a low poly count to be?

    high # count?

    Quads, period. End of story. The only exception would be static props like a rock or a banged up rusty car.

    As for polygon count... a "high" number of polygons entirely depends on what it is. A speedo can get away with 1k-3k, while a full set of Gothic Plate armor would be lucky to be under 100k polys, total, depending on how articulated the plates are and how many laimes there are.

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