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Dude: I'm making a prop for a Source Mod. What is better, make it with polys or triangles to more optimization?
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For future reference everything that is rendered in 3D is rendered in triangles. The concept of quads and n-gons is purely done for editing organization (and to a less noteable estent, subdivision.)
Rendering a real quad would lead to problems like bowtie polygons due to the fact that polygons with more than 3 sides are not inherintly planar, which is why its always simplified to triangles for rendering. Even nurbs patches are subdivided into triangles for rendering.
The primary reason people prefer quads is because as a modeler it is visually a lot cleaner and more organized to work with. Additionally some subdivision algorithms also have some problems subdividing triangles but not all (XSI and Mudbox for example will subd triangles without many reprocussions.)
So basically, if you plan to subdivide your model, go ahead and stick with quads. Otherwise just use whatever you want. Most people use both quads and tris (when appropriate) in the same mesh to get the best optimization.