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by nkoren
2531 days ago
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In 3D characters animation, everything needs to be decomposed into "quads". Polygonal faces with more than 4 sides start behaving really weirdly under deformation -- there's more than one solution for how the resulting surface should be shaped -- whereas "quads" behave in a totally predictable fashion. I suspect that similar issues are at play here. You want the skin to be part of a deformable surface, and you want to minimize stresses during deformation. Hence: use quads. |
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That said, during modelling you almost exclusively create quads since those lend themselves well to editing with edge loops. The render engine then converts those to (unambiguous) triangles.