fabiana opened this issue on Jan 18, 2013 · 101 posts
RorrKonn posted Thu, 24 January 2013 at 1:40 AM
Quote - Point is, you said there's no reason to triangulate a mesh. Not only is there a reason, but your statement made no sense. Again, you quote only POSE- universe examples. "Genesis", "DAZ", whatever. Quads are definitely useful, and should be used almost always in character modeling, etc. However, there's a LOT more to 3D and modeling than just subdivision surfaces. A lot more. Catmull-Clark is best for subdivision surface modeling. That's a large, but tunneled view of modeling possibilities. Look into Topmod, and the upcoming world of 3D printing. You'll find a dwindling use for Catmull-Clark subdivision.
Why wish for a subdivision method that utilizes bi-quadratic uniform B-splines if you believe in ALL quads all the time?
I never said never use Tri's.I like dynamic cloths & games.
I said it's bad topology to turn a quad in to 4 Tri's with a vertice in the center of the quad.
Not my rule but The rule is
If you Tri a Quad you would turn the Quad in to 2 Tri's not 4.
When I model games meshes
I follow Game meshes Rules.
There 100% Tris.
Catmull–Clark rule is Your mesh should all ways be 100% quads.
Not my rule ,Catmull–Clark rule.
I'm just following Catmull–Clark rules.
If I was modeling for Doo–Sabin.
I would follow Doo–Sabin rules.
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