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573012 No.573012 [Reply] [Original]

>> No.573013

Thanks, you're doing humanity a favor.

>> No.573014

>>573012
It's a death sentence

>> No.573026

ATROCIOUS

ANOTHER RETOPO MUST BE DONE

>> No.573030

They're ok if they're not in an area where deformation occurs.
They may also fuck up your subdivision surfacing and will most likely cause reflection glitches.

>> No.573089

Triangles are good if youre not a 3d newbie

>> No.573096
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573096

>>573089

>> No.573143

>>573030
pretty much this
a triangle in an arm pit might not be important, but one in the face will fuck over whoever has to animate it, which will karma back to you if you are still working with them

>> No.573705

>>573012
>>573014
>>573026
>>573030
>>573143
which is really quite odd if you're coming from an engineering background and you're use to FEA or CFD

>> No.573735

>>573012

Triangles can actually be beneficial if they're in the right places and it's often impossible to avoid them anyways. No more than 3-5% tris in a mesh is normal. Better to have tris than quads with T-verts

>> No.573747

>>573012
If you're doing ultra-low poly modeling, knowing how to use tris effectively is very important.
For regular subdivision surfaces, tris are worse than ngons, the latter will at least smooth out so long as the plane is fairly flat and won't have to deform. It's almost always worth it just deleting a tri edge and turning it into an ngon you're not sure how to terminate the loop.