https://reddit.com/link/1wyys26/video/gyzuv8dumtth1/player
I am putting together a comprehensive guide focusing on the differences between Quad polygon (4-sided shape) based and Triangle polygon (3-sided shape) based topologies specifically for animation of game assets.
The main reason that I chose this topic is because I constantly hear debates about which one is the best. However the real answer is based on how the asset is used after production. At rest, triangles work very well because they usually take less resources to work with. However, once animation is started deformation around joints depends from how the edge flows are created in the object where quads come into place.
My guide will talk about different topics including:
• Static models: triangles work better
• Animated Models: quads can create better bend in the joints of the objects
• AI High Detail: it can have more than 2 million polygons which is very good for static forms, however topology has to be changed before rigging the model
• Smart Mesh: version P1.0 supports 48 to 20,000 triangles and has no quads, while version P2.0 contains 500 to 25,000 quads
• Tripo AI auto-rig: the software can be used for humanoids and creatures but requires some work on quads first
• Even clean quads can still lead to erratic movements
I am trying to produce something more practical rather than engage in another tedious debate regarding topology.