fabiana opened this issue on Jan 18, 2013 · 101 posts
maxxxmodelz posted Thu, 24 January 2013 at 1:50 AM
Quote -
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.
"In no universe would that ever be correct topology.
So you all are learning bad topology.
I would suggest not to ever Tri a mesh like that."
***Those are your words. My point is, there's more going on in the world of modeling than GAMES or POSER. Look up BIM or even 3D printing for everything from clothing to sculpture. My point is that there's a HUGE need for triangulated mesh in the world of 3D nowadays, because 3D has expanded far beyond CGI for movies and games, and is now a huge part of fabrication and design. What was once "bad topology" in 3D is no longer relevant in many areas of 3D modeling. The "rules" you are playing by are only relevant in CG as it applies to the traditional world of 3d modeling (ie games and subdivision surface character modeling). People are now using Voronoi tessellation, for example, as a means to an end so to speak, for designing an end product, like building structures, and 3D-printed clothing; things you can touch and feel, and hold in your hand. There's now a reason to use 10 different remeshing techniques in a modeling process. Mathematics are making a huge comeback in the world of 3D art.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.