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Anonymous 08/21/14(Thu)09:49 UTC+1 No.437262 Report

why is it that if someone has SOME triangles in their mesh and people spot them, they lose their shit and shit all over the artist until he gets rid of the triangles?

what's so bad about having some triangles in your mesh?

I understand that it might make problems in animated areas but what about parts where almost no deformation takes place?
what about mixed scenes with quad characters and triangle objects like stones?
>>
Anonymous 08/21/14(Thu)10:06 UTC+1 No.437263 Report

>>437262
If it's static, it doesn't matter at all. If it's deforming, stay the hell away from them. If you're in the middle of modeling, stay away from them, they fuck over edge-flow.

People complaining on here it's usually about triangles on characters, or surfaces that are going to be subdivided, in both scenarios you want to stay away from triangles.
>>
Anonymous 08/21/14(Thu)12:35 UTC+1 No.437271 Report

>>437262
>what about mixed scenes with quad characters and triangle objects like stones?

Dont forget quads are basically triangles.
Its just a rule of thumb to help keep your mesh topology clean, thats all. I looked at one of scott robertson models and it had ngons and triangles. You can even have static background objects with ngons if you want though not ideal if you are gonna do anything more to it.
>>
Anonymous 08/21/14(Thu)12:41 UTC+1 No.437272 Report

>>437271
depends, it already happened for me to see a scene that wasn't rendering (not animated) because of one fucking n-gon hidden inside the bulb of a lamp, like, maya was crashing. And it stopped crashing when we got rid of the n-gon
>>
Anonymous 08/21/14(Thu)12:43 UTC+1 No.437273 Report

>>437272
in B4 "maya is shit" "your computer is shit" "you're a faggot"
>>
Anonymous 08/21/14(Thu)18:18 UTC+1 No.437295 Report

>>437271
This. All quads are triangles with an hidden edge, nothing else. It is just an software abstraction, where it forces all operations to work on both triangles.

You can convert from triangles to quads and quads to triangles (if they form a quad) easily.
>>
Anonymous 08/21/14(Thu)18:44 UTC+1 No.437297 Report

>>437295
no, thats not true. You can have pure quads. Hardware has been built that has quad primitives as well. You're just being a know nothing jellyboy.
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Anonymous 08/21/14(Thu)19:31 UTC+1 No.437299 Report

>>437297
Nobody uses that kind of hardware though, dunce, and there's no good software to go along with it.
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Anonymous 08/22/14(Fri)01:56 UTC+1 No.437358 Report

>>437297
Not consumer hardware. OpenGL for example has quads primitives, but they are converted at the driver level to triangles.
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Anonymous 08/22/14(Fri)02:37 UTC+1 No.437365 Report

>>437295
>an hidden
a hidden
>>
Anonymous 08/22/14(Fri)02:49 UTC+1 No.437367 Report

Well, for games it's much easier if everything stays in quads because it gives you predictable edge flow, especially when baking normals. I never do organic stuff (environmental art) and I try to always keep it in quads, especially when I'm working on the low poly model. Having tris or n-gons can screw up the shading giving unpredictable results in both your modeling package and the game engine
>>
Anonymous 08/22/14(Fri)03:11 UTC+1 No.437371 Report
File: 001.jpg-(124x122)
>>437263For subdivided...
>>437263
For subdivided surfaces, it depends on the location of the triangles. If you have at least one quad loop between the flat triangulated surface and the edge, nothing will happen to your subdivided faces. Tris are converted to quads in the first subdivision, anyways.
>>
Anonymous 08/22/14(Fri)12:57 UTC+1 No.437414 Report

>>437358
>>437297

Quads are deprecated in newer version of OpenGL.
No new hardware is built for quads.


>>437371

This is the reason why people lose their shit over quads.
Quad subdivision (Catmull-Clark) is not the only way to subdivide meshes though, and with 4-3 subdivision, then triangles aren't really ever a problem.
>>
Anonymous 08/22/14(Fri)20:54 UTC+1 No.437458 Report

>>437295
>You can convert from triangles to quads and quads to triangles (if they form a quad) easily.

How? I am using Milkshape 3D (game modding) and I need to find a way to turn many models into quads.
The problem is that Blender is a bitch to use, the interface is shit over shit and the help guides and tutorials isn't making sense after the first few pages.
>>
Anonymous 08/30/14(Sat)01:32 UTC+1 No.438559 Report

>>437458
What, for modding?
Games especially use triangles, I don't understand what you mean.

Anyway write your own milkshape exporter then, I've done tons of milkshape plugins in the past. Loop through all triangles, look for pairs that share two edges and same face normal, there you got a quad.
>>
Anonymous 08/30/14(Sat)03:26 UTC+1 No.438567 Report

>>438559
>share two edges and same face normal
If you do that, you won't end up with the quad-flow it was created with. Quads are often bent, and thus the triangles created from their splitting will have different normal directions.

Maya has a quadrangulate operation that works pretty good, I think a few other apps have such a feature as well. Dunno about Blenderp.
>>
Anonymous 08/30/14(Sat)04:38 UTC+1 No.438579 Report

>>437262
>>437262
People who lose their shit over triangles are probably newbies who just learnt about the advantages
of keeping things quaded and have a naive sense of just how challenging and time consuming this practice is for a comprehensive model.

Either that or you're a skillfull puritan-autist-nazi-tier-SS-perfectionist who actually experience physical pain inside their anuses upon beholding that tri.
You know those monks who like whip themselves bloddy for touching their cock the wrong way in the shower and feel guilty?
They're kinda like the /3/ equivalent of these assholes: http://loopthetube.com/#qF1Q5sYQhiU&start=1419.225&end=1427.654
>>
Anonymous 08/30/14(Sat)06:20 UTC+1 No.438590 Report

>>438567
Blender has Tris-to-Quads, too (Alt + J), but occasionally the algorithm shits itself.
>>
Anonymous 08/30/14(Sat)09:14 UTC+1 No.438599 Report

>>437262
>what's so bad about having some triangles in your mesh?
the people here that are mad at tris tried to import meshes from half-life 2 and found out horrible things.
>>
Anonymous 08/30/14(Sat)12:11 UTC+1 No.438628 Report

>>438599
All game models import triangulated anon since game engines don't need any isoline information stored for editing.
All polygons are triangels, just with hidden lines to simplify working with them.
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Anonymous 08/30/14(Sat)12:24 UTC+1 No.438629 Report

>>438628
I think he made a joke.
>>
Anonymous 08/30/14(Sat)15:57 UTC+1 No.438637 Report

>>438629
i think you are dumb
>>
Anonymous 08/30/14(Sat)16:06 UTC+1 No.438639 Report

>>438629
>dis nigga gets it!
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