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Aug 12, 2015 at 6:30 comment added zeffii yeah, it doesn't really matter how you fill immobile planar features (such as the bottom of a barrel), there is no single 'correct way'. Let how you intend to texture it decide your topology, if it helps align typography or some other feature.. Not a bad question, but highly subject to the individual situation.
Aug 12, 2015 at 1:11 comment added allen I haven't noticed a significant difference in shading regardless of how I subdivide the cap. I was curious, what would be 'proper' and why. I looked at professional projects, including ones built by Unity 5 and the Unreal 4 producers. They don't care too much about it. (the Unity 5 guys even stick to triangle fans and leave it at that). Mudbox gives a 'high-valence' error if such a model is imported into it though. I'm a bit confused about what that means and where such a thing wouldn't be allowed. For what i'm doing (simple game level design) it doesn't seem to make much difference.
Apr 28, 2015 at 12:43 history answered zeffii CC BY-SA 3.0