When is making all faces triangle useful and why?
Triangles have no specific use. You can turn a quadmesh into a triangle any time, but not the other way around. You can also accurately subdivide quads but not triangles.
If your engine uses all triangles, or if you have a limited poly budget it can be useful to get the most out of what you have.
You get a lot more fine control when working with tris, but you lose a lot of the power and plus who wants to fuck around with individual faces.
Also about engines, some just do not deal with ngons, only tris and will fuck up on import.
>>526338
When you export it into a game engine where the isoline information isn't gonna do anything and just becomes a waste of data.
You never need to to that manually since the people who wrote the exporters automated that step. Manually Doing is only if you wanna inspect your
triangulation for whatever reason and is unhappy with the ways you already should be able to do so in your creation suite.
Any skilled game artist will move around their mesh and flip triangles manually as needed to optimize the outline prior to export tho.
>>526351
>Any skilled game artist will move around their mesh and flip triangles manually as needed to optimize the outline prior to export tho.
u wot m8?
>>526369
Every quad have two possibilities of how to triangulate, the software assigned orientation of the hidden edge is assigned blindly since the software can't know what looks best.
So therefore you the artist will use your eyes to determine it and flip the hidden edge for any quad where doing so improves the outline of your mesh.
Here's an old pic related of this process being carried out on a mesh in max.
>>526350
>Also about engines, some just do not deal with ngons, only tris and will fuck up on import.
AFAIK anything 3D is done in tris. Quads are just a representation of the underlying tri mesh that is easier to work with. DX & OpenGL require tris.
Also, it will be the exporter that fucks up the triangulation (the importer will only accept tri meshes). Therefore you should triangulate the mesh before export (especially on organic / symmetrical models).
Pic showing how 1 quad is always 2 tris.
>>526590
>AFAIK anything 3D is done in tris. Quads are just a representation of the underlying tri mesh that is easier to work with
You "know" wrong.
Transformations are performed using vertices, not faces.
IOW, If you define a quad, than the transformation creates a surface between 4 points. The problem with n-gons greater than 3 is that the surfaces are rarely planar, while tris are always planar.
Nonplanar rendering can result in some aesthetically displeasing surface distortions. In these cases, you can triangulate the offending n-gons are add more - it depends on the artist's taste.
>>527459
>You "know" wrong.
Why the fuck do you think he said afaik?
Your post has nothing to do with the post you replied to, and your spelling is insultingly poor.
>>527459
Except triangles are the easiest to work with for software and hardware - planarity, easier to figure out ray intersections, etc.