I am seeing a lot of folios that have less than idea polycounts, and I think a lot of it may come from the quad myth.
Quads are useful for two things:
1. When you subdivide quads, they divide evenly giving a smooth surface. Subdividing a triangle gives you a pinch point that mars the surface
2: quads can be selected by rings and loops. This makes editing very fast and intuitive.
Okay... that said...
Game meshes are not quads. The game engine only sees triangles.
Maintaining quad topology does absolutely nothing for you but upping your data cost for that object.
If a vert does not give you one of the following, delete it.
1. Visibly affects silhouette. 2. Holds form when deformed. 3. In a UV or material seam. 4. Holds vertex color information 5. Holds a normal that controls surface lighting.
If you have normal maps with bevels, you don't need a poly strip for face weighted normals.
If your details are in a concave (dip) a normal map may actually do most of the work.
A good rule of thumb is running an automatic poly reduction modifier at low settings and see what changes.
*ideal.
Remember, your engine may be able to render these polycounts in a blink of an eye, but when you multiply out all your assets like this, the file sizes, load times etc are affected.
Remember my motto: what you save, you can spend.
But back to the quad myth, quads are good for selection and subdivision. End of story.
Once you are at a good spot in modelling, start reducing topo and make use of triangles.
Quads are a tool, triangles are the end goal.
I will be making a video series on this, and other optimization things, but right now I need to find me someone who can help me get a project across the line! :)
So beware "always model in quads" as a credo.
Model in quads is best, but don't lose sightof your end goal. That is triangles in game.
And as an example, here is a character in game. No quads. All triangles.
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The verification fails #gamedev games developers as it requires fifty IDBM credits. We do not work on films, but are involved in the entertainment industry.
You cannot also be an entertainer and an activist at the same time.
Verification assists in stopping individuals like myself who are subject to harassment, false flagging and other issues where our identity being verified as true is important.
This system is elitist and does not serve the intended requirement of protecting us.
Having a tick shouldn't be for megastars. It should be for people who are real and can prove it.
Gender identity is the hard wired part of your brain that tells you what gender you are. Cis people aren't aware of theirs, as it matches their body and their day to day experience.
It isn't a preference or something you can change through therapy.
Because they cannot feel what it is like to have dissonance with gender identity, it makes the concept a little hard to grasp.
I find it easier to give the example of colorblindness.
A color blind person exists in a world where, say, red and green are the same thing. They can't tell them apart. This isn't a preference or them being difficult. They aren't crazy. They just can't tell them apart.
In Maya, you are time locked. Each edit you make to your model piles up history, which you need to delete to free up memory and sanity... but that means you are left with a collapsed model. It is a fucking pain in the ass.
Modifiers are applied ontop of your model, making changes like doing the symmetry, relaxing, triangulating, making tweaks to the geo and subdivision.
They are not time locked, and can be quickly moved around, toggled on and off, instanced and reordered.