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« on: June 14, 2010, 12:55:49 pm »
It's true triangles are often frowned upon, but in truth it depends on the situation. Most times quads are smiled upon because of subdivision objects which require good edge loops. This is also very important in animation and the way muscles and joints deform. To be honest, with still objects, the topology doesn't matter at all as long as something looks good. The end product is always what matters, it doesn't really matter how you get there (as long as you don't steal others work!) The interesting thing is, games for example use only triangles because they're what game engines process. 3DS Max actually works with triangles, but it hides this often and often treats the two triangles as quads.
In other words, triangles are perfectly fine in particular situations. The thing is, being an organic modeler I wish it had some kind of a retopologize tool. Perhaps a free one can be found somewhere to add to the program. Still, it's an awesome looking program and I'll certainly be playing with it!