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>> No.10319843 [View]
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10319843

>>10319806
here's the basic way to visualize it. once you start moving verts in 3D, quads usually stop being planar. and since bsp is all about intersecting planes, it has to turn them into separate surfaces earlier rather than later.
with Q1, generally you'll sooner run into collision issues than bad performance, so I'd just leave them as triangles. maybe decrease the overall resolution instead, if that editor allows it.

sanding down an edge is called bevelling or chamfering. but it's pretty easy to just slice off the corner in Trenchbroom using 3-point clip.

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