Four sided poly faces
Just got through the cartoon dog tutorial. First, I'd like to say it's a great tutorial, and I learned a lot.
My question... why is it important to try to keep the polygon faces to 4 sides? What's wrong with five side or three sided faces? |
Depending on what you do with 3d modeling, it's best to keep your geometry in quads (4-sided polys) for the sake of deformations. Most game platforms have no issues with triangles. 5+ sides are going to give you outright bizarre deformations when animated.
If it's going to be a perfectly flat surface that is not going to be animated or interacted with (dynamics), you can have 100+ sides for all anyone cares. :p |
I think I now understand what you mean, thanks! How come 3 sided won't matter in games? Won't your objects be moving around, too, like it would in an animation?
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At render time all the faces get converted to tri's anyhow for rendering, if your model has all quads then the conversion is very predictable as it's a case of splitting the quads in half but if you have n-gons (5sided or more) then you have no way of knowing how the n-gons will be split to convet to tris and can give unpredictable results which is another reason to stick to quads even for a still shot.
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thanks;) ;) ;) ;) ;) ;)
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And to continue where JS left off.
All games render in real time so all models should be triangulated prior to importing into an engine. Triangulation works 100% when models are all quads. The issue is all about rendering, also its worth noting if you are going to convert your polys into Sub-D or NURBS then n-sided polys will give a lot of issues as will 3 sided. So keep 3 sided to a minimum (only use where there is no other option) and never have n-sided polys. |
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