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Author Topic: Quad or Tris?  (Read 4358 times)


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Quad or Tris?
« on: January 10, 2009, 06:50:49 pm »

Guys, i need Your suggestions. I'm trying to create low poly models for a game and looking for tips to work more efficiently and effectively  ;D. Some people suggested me to use only quad, and some others told me that the best topology for low polygonal modelling is using tris. Which one is best according to Your opinion and experience? :-[


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Re: Quad or Tris?
« Reply #1 on: January 10, 2009, 08:09:06 pm »

First of all, in-game models always end up being triangulated when finally placed and rendered inside the game engine. So it's best to keep that in mind whenever you are modeling.

The best thing to do is start with quads and then optimize by later triangulating and reducing the areas that need to be optimized based on your polycount limit and such.

Quads always are best for animated/deforming meshes used in skeletal animations and such, which is one reason why you start out with quads. Then when you optimize and reduce areas that need it, you need to smartly reduce joint/deforming areas so that when a bone bends it doesn't create jarring results due to not having enough divisions (in loops around the joint).

Basic rule of thumb: if the part doesn't bend, optimize as much as possible (without reducing major contours/silhouettes). If it does bend, give it a few edge loops and be on your way.

For super low poly irregularly shaped static meshes like rocks, flowers, etc., feel free to start with triangles or quads, however you want. It's all based on your needs, the distance away from the camera (or height in pixels it'll be rendered for Level-of-Detail), the target consumer range (high-end gaming/middle-range/low-end hardware), etc. As an artist though you should just be given a polycount limit, texture limitations, and then be able to model based on those specs and whatever medium of concept is provided.


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Re: Quad or Tris?
« Reply #2 on: January 11, 2009, 08:11:24 pm »

It's MUCH easier in my opinion to model in quads.  A model made of quads will be converted to triangles anyway when exported to the correct format, such as 3ds, B3d, X or whatever format you need.

Water Music

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Re: Quad or Tris?
« Reply #3 on: January 12, 2009, 09:41:09 pm »

As the gents say, it all gets broken down into triangles anyway so it ends up being faster to build faces with more than one triangle within.  Just keep in mind that these faces can be triangulated in multiple ways and 3d programs therefore have to guess which is the best way to cut them up.  Just keep that in mind, go over your models and manually triangulate wherever it does it wrong.

That being said the times they are a-changing; or rather they will be once Direct3D 11 gets a foothold,2019-7.html
« Last Edit: January 13, 2009, 01:36:48 am by Water Music »