>>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.
>>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).
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