# SimplyMaya Forums

Welcome to the forum, feel free to ask questions here.

Home / forum / SimplyMaya Tutorials / Simply Maya Tutorials / Four sided poly faces
 Register FAQ Members List Calendar Mark Forums Read

 16-04-2007, 04:51 AM #1 mamikapapo Registered User   Join Date: Mar 2007 Posts: 32 Thanks: 0 Thanked 0 Times in 0 Posts 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?
 16-04-2007, 05:28 AM #2 severinianthony Registered User     Join Date: May 2005 Location: United States Posts: 513 Thanks: 0 Thanked 0 Times in 0 Posts 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 __________________
 18-04-2007, 07:56 PM #3 mamikapapo Registered User   Join Date: Mar 2007 Posts: 32 Thanks: 0 Thanked 0 Times in 0 Posts 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?
 18-04-2007, 08:02 PM #4 jsprogg Lifetime Member     Join Date: Feb 2004 Location: Chicago Posts: 1,708 Thanks: 0 Thanked 85 Times in 77 Posts 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.
 08-05-2007, 10:15 PM #5 jamin1981 Registered User   Join Date: May 2007 Posts: 15 Thanks: 0 Thanked 0 Times in 0 Posts thanks
 08-05-2007, 10:28 PM #6 publicFunction Senior Software Developer     Join Date: Jan 2005 Location: Livingston, Scotland Posts: 1,701 Thanks: 1 Thanked 23 Times in 23 Posts 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. __________________ Chris (formerly R@nSiD) Twitter When the power of love overcomes the love of power the world will truely know peace - Jimmy Hendrix Winner SM VFX Challenge 1 3rd Place SM SteamPunk Challenge (May 2007)

 Posting Rules You may not post new threads You may not post replies You may not post attachments You may not edit your posts vB code is On Smilies are On [IMG] code is On HTML code is Off

 Similar Threads Thread Thread Starter Forum Replies Last Post Keep faces on Sircharles Maya Basics & Newbie Lounge 2 07-12-2010 12:20 PM

## \$34

Month-to-month billing

## \$87

Billing every 3 months
 \$29/month Unlimited access to all videos Project files to download Easy to cancel at anytime Save \$5 per month or \$15 in total compared to monthly billing with this package.

## \$288

Billing every 12 months
 \$24/month Unlimited access to all videos Project files to download Easy to cancel at anytime Save \$10 per month or \$120 in total compared to monthly billing with this package.

Your plan will automatically renew. You can cancel at any time via your PayPal account to avoid being charged again.

You can view the FAQ on our video plans here. You can contact us directly here. By clicking one of the buttons above, you agree to our Terms and Privacy Policy.