Linked Questions

59
votes
4answers
27k views

When should N-Gons be used, and when shouldn't they?

Support for N-Gons (polygons consisting of more than 4 vertices) has been in Blender for a while now, but many of us still may not know when to use them, and how to do so effectively. In what ...
17
votes
2answers
1k views

How can Tris be used to an Advantage?

Tris are things you would avoid when it comes to shading, and good Topology, so do Tris do any good? Also I am currently working on Game Asset Creation and I would like to know if Tris are actually ...
4
votes
4answers
868 views

When are tris used effectively?

When are tris appropriate to use on a model and where are they usually seen? For example, this image of a popcorn container (from turbosquid), uses tris for the top half circles and the edge corners ...
1
vote
1answer
696 views

What's the best way to avoid ngons and tris in a model? [closed]

Basically the question says it all. I'm asking this because I keep getting a lot of ngons and tris with the model I'm working on. And I plan on letting people use this model for whatever they want(...
1
vote
1answer
306 views

Planning - how important is it to create mostly quads and few triangles?

I have imported the image below as a plane, and am adding lots of vertices to the plane in preparation for dividing it into quads and triangles that are aligned with the contours of the mountain shown....
1
vote
1answer
29 views

Should I always keep all edges looping? [duplicate]

After finishing Blender Guru's both doughnut and anvil tutorials I conceived that I should keep mesh quad-only. Moreover, all edges of my final meshes were looping, which I took as a rule too. But is ...
1
vote
0answers
27 views

What's the reason to do all-quad modeling? [duplicate]

After subdivision surface modifier applied tris are quad anyway. Is there something makes sense?
0
votes
2answers
2k views

how important is it to keep faces to 4 vertices for rendering?

i was watching a video by blender guru and i saw that he was trying fairly hard on keeping all the faces on the mesh he was working on to 4 vertices. think he mentioned that its so that each edge will ...
0
votes
1answer
134 views

Are quads or triangles better for games? [duplicate]

I keep reading that triangles are bad to use, I still don't 100 percent understand why but I'm making some characters for a mobile game. Seeing as it is for games then would it be better to have quads ...
0
votes
1answer
238 views

Are triangles bad for a mesh [duplicate]

What impact would this have on say a game asset or something like a tank that's animated ? Asking as I'm piecing together a project that will be involving my own models. On occasions I've noticed ...
0
votes
1answer
125 views

Can I have some tris in my model made up of quads?

Firstly, I dont have that much experience with blender or 3d modelling. Im making a character for a unity project and would like to know if my model should only be made up of quads or is it ok to have ...
0
votes
2answers
395 views

Smoothing Problem

I am pretty new to blender and 3D modelling. I have this 'low poly wolf' head and I want to smooth it. But I think the geometry is very bad? The geometry gets very strange when I do a subsurf: I ...
0
votes
0answers
19 views

Vertex problem while modeling hard surface

Hello I am having a bit of a problem understanding how vertex works while modeling the base mesh for some hard surface. I am making the base shapes with extrude command, selecting edges and single ...
0
votes
0answers
23 views

What are good practices for meshes? [duplicate]

Do i need force myself to create 3-4-sided polygons like on 1st picture or i can make faces like on 2nd pic? Does it depend on future use of the model (CNC, animation etc).
0
votes
0answers
14 views

Is it acceptable to have tris in a retopopologised game character mesh if it's in an area that propbably doesn't need to deform? [duplicate]

I just completed my second sculpt and need to retopologise the model for use in a game engine so I need a particular quad based topology with low poly count. I have sculpted, retopologised, rigged ...

15 30 50 per page