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>> No.739871 [View]
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739871

>>739849
>but for games, you're generally encouraged to manually add triangles
You have to be careful there. Most game models are first made using quads. They're usually only triangulated at the very end, when they're about to be exported to the game engine.
The only times when characters were modeled exclusively with tris was back in the 90's, for the sake of performance. Back then, you didn't really have to worry about animations either, because characters' bones had rigid weights (meaning a vertex group could only have a weight value of 0 or 1), and so topology did not really matter in how the models would deform.

In today's games, to make the most out of blended vertex weights, you would only model exclusively with quads, and any triangles you ended up would have to previously come from a quad.

I'd say tris could have their place in making LOD meshes and static objects (ex: rocks, a teapot...), but not in today's general applications.

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