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As much as necessary but as few as possible :) The goal is to have a playable performance. And this depends on too much factors like shaders, draw calls, how much geometry at once, rest of ongoing code, target platform, target OS, and and and. The geometry is usually the smallest problem nowadays. The common graphical resource hogs are draw calls, particle ...


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You have to distinguish between modeling and later useage of the final result. Game models are usually modeled with quads first. Edgeloop tools for example doesn't work at a tri geometry. But then exported with a triangulated geometry to have the geometry as stable as possible. Some game engines imports quads too. And when it's static geometry then it doesn'...


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