Forum: Poser - OFFICIAL


Subject: triangulation programs

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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