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Models: Quads or triangles. (resolved)
Posted: Sat Feb 19, 2011 9:00 pm
by Dizuki
Ok i've been wondering wich one my modle needs to use, i've heard that some game engins don't reconise quads. I'm useing unity, so i was wondrering if i sould convert?
Re: Models: Quads or triangles.
Posted: Sun Feb 20, 2011 2:42 am
by Sakar
Any good engine will use quads, so no need to convert for Unity.
Re: Models: Quads or triangles.
Posted: Sun Feb 20, 2011 2:58 am
by Jackolantern
Considering the fact that I know close to jack about modeling, what is the difference between quads and triangles, besides the shape of course?
Re: Models: Quads or triangles.
Posted: Sun Feb 20, 2011 4:51 am
by Last Known Hero
All engines should recognize quads but they process them as triangles.
There are different sectors. The quads sector, which is when modeling organically. The math that deals with shapes in engines works better with quads.
Then you have sculpting, where you want quads. Rendering is tris. Cloth is tris (almost always!), and architecture is n-gons (5 or more edges to a polygon). Then you have environment modeling where you will use both quads and tris
The triangle vs quad debate is really just one of preference. I prefer to use both because both have practical applications in every sector. Use quads cause they are easier to work with

Re: Models: Quads or triangles.
Posted: Sun Feb 20, 2011 5:38 am
by Dizuki
Ok but when i do polly count is it inacurate if i use quads?
Re: Models: Quads or triangles.
Posted: Sun Feb 20, 2011 3:57 pm
by Jackolantern
Ahh, thanks

Re: Models: Quads or triangles.
Posted: Sun Feb 20, 2011 5:07 pm
by Last Known Hero
Poly count should be accurate no matter which one you use. Poly means many, so (depending on your software) it shouldn't matter because it will count all of them as they are, if they have 3, 4, 5+ sides it will be one polygon.
Re: Models: Quads or triangles. (resolved)
Posted: Mon Feb 21, 2011 5:06 pm
by Dizuki
Ok thats good, at least i don't have to decrease my poly count any more.