Just wondering but how much of an issue is the triangle convergence really ? Ive seen a lot of game ready models that end up in tris anyways so im assuming its irrelevant when its done for real time usage or would you still recommend doing this despite it ending up triangulated ?
As far as I know, all 3D game engines work with tris exclusively. Triangulation is not the problem, the problem is vertex poles that have a ton of connections. When you convert a well made quad mesh into tris it just divides the quads into tris and there's no problem, but poles like this will produce a similar pinching effect whether your mesh is all quads or all tris. Game models do sometimes "cheat" by hiding poles into places you can't see them though, like inside gun barrels/on flat surfaces etc, as it's cheaper and faster than resolving them. It is sometimes done if it doesn't produce issues but it's not "proper".
@@seppomatikanope6454 So its more of a poly budget cut (and also time) ? That kinda makes sense especially in places where its hard to see and you're able to hide it like you said. Thanks for the very fast response, ill keep this in mind when i do portfolio work (ill guess the only exception where id still use this is in very low poly mobile game assets where cutting performance costs can be important)
@ Yeah it's just a duct tape solution that's fine to leave unresolved if it doesn't affect the quality of the end product. Think of it like a welder leaving an ugly weld deep inside some machine, who cares if the customer won't be seeing it. One thing to be said is that even on non-deforming objects it can cause shading issues on non-flat surfaces, you just have to clean the topology up in some cases. Probably don't do it with models that someone will be inspecting for quality like portfolio stuff but when you're actually putting in work on a project and you have to keep it moving fast. There are sites that are easy to find that have triangulated models ripped from shipped games and you'll see them have tons of cleverly hidden vertex poles.
7:00 We don't make mistakes; we just have happy accidents.
Bob Ross
In general, the video is made for complete beginners.
-ok, triangle
-pause
I was instructed to never use spheres, use rounded cubes with infinite radius instead
Depends on the use case, sometimes the circle topology is usefull
Just wondering but how much of an issue is the triangle convergence really ? Ive seen a lot of game ready models that end up in tris anyways so im assuming its irrelevant when its done for real time usage or would you still recommend doing this despite it ending up triangulated ?
As far as I know, all 3D game engines work with tris exclusively. Triangulation is not the problem, the problem is vertex poles that have a ton of connections. When you convert a well made quad mesh into tris it just divides the quads into tris and there's no problem, but poles like this will produce a similar pinching effect whether your mesh is all quads or all tris. Game models do sometimes "cheat" by hiding poles into places you can't see them though, like inside gun barrels/on flat surfaces etc, as it's cheaper and faster than resolving them. It is sometimes done if it doesn't produce issues but it's not "proper".
If your object won't deform, you can feel free to stick with tris or ngons.
@@seppomatikanope6454 So its more of a poly budget cut (and also time) ? That kinda makes sense especially in places where its hard to see and you're able to hide it like you said. Thanks for the very fast response, ill keep this in mind when i do portfolio work (ill guess the only exception where id still use this is in very low poly mobile game assets where cutting performance costs can be important)
@@ibrdik Thank you! yeah i meant this more for non deforming objects (or maybe the inside of a nostril for example)
@ Yeah it's just a duct tape solution that's fine to leave unresolved if it doesn't affect the quality of the end product. Think of it like a welder leaving an ugly weld deep inside some machine, who cares if the customer won't be seeing it. One thing to be said is that even on non-deforming objects it can cause shading issues on non-flat surfaces, you just have to clean the topology up in some cases. Probably don't do it with models that someone will be inspecting for quality like portfolio stuff but when you're actually putting in work on a project and you have to keep it moving fast. There are sites that are easy to find that have triangulated models ripped from shipped games and you'll see them have tons of cleverly hidden vertex poles.