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Post by DokiDokiJuice on Sept 11, 2019 8:54:29 GMT -5
Hi, so I've always been taught to make my mesh out of quads but whenever I import a sims 4 mesh, it's always tris. Does this mean I can make my own mesh out of tris or should I still stick to quads?
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Post by sigma1202 on Sept 11, 2019 11:06:59 GMT -5
It doesn't really matter when making game assets since all game engines will convert quads to tris for performance
ps: actually this applies only to static objects, i have not made myself clear sorry. If you are making a shirt that will deform you should keep triangles to a minimum
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Post by DokiDokiJuice on Sept 11, 2019 17:08:24 GMT -5
Thanks for letting me know! I've made clothes etc in quads but I wasn't sure if I was supposed to be as everytime I imported an item from ts4 they were tris. Thanks for letting me know about the difference with static and clothes etc !
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Post by mauvemorn on Sept 11, 2019 17:41:08 GMT -5
Quads are automatically converted to tris by s4s regardless of the mesh type to speed up rendering ( explained here ), but if you are manually retopologizing something that will be used to bake textures, as in, you are MANUALLY deciding whether to create a tri or a quad, try to avoid the former, they subdivide poorly, which affects shading This doesnt mean you should be making MD meshes in triangles. What matters here is the edge flow
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Post by DokiDokiJuice on Sept 12, 2019 8:16:34 GMT -5
Thanks for the help and all the details, I appreciate that!
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Post by gibi on Nov 9, 2021 12:37:22 GMT -5
Hi, I have a similar question - I've heard that using non-standard characters in file names makes the game run a tad bit less efficiently, because the game needs to convert other characters into something it can read. Is using quad meshes like that? Since the game needs to convert meshes into tris, is it more efficient to convert meshes into tris before making the final package? (I mostly do objects and work in quads, but it's easy to convert as a last step, since all it does really is add an extra edge to every quad, but doesn't mess up UVs or anything.)
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Post by mauvemorn on Nov 9, 2021 13:30:19 GMT -5
Hi, I have a similar question - I've heard that using non-standard characters in file names makes the game run a tad bit less efficiently, because the game needs to convert other characters into something it can read. Is using quad meshes like that? Since the game needs to convert meshes into tris, is it more efficient to convert meshes into tris before making the final package? (I mostly do objects and work in quads, but it's easy to convert as a last step, since all it does really is add an extra edge to every quad, but doesn't mess up UVs or anything.) The game does not convert quads to tris, s4s does it upon import, only once. In the game the mesh is already triangulated.
S4S does not take long to do it and it is unnecessary to do it yourself unless you're dealing with Simglass shader.
I advice against it because you might have to come back to edit the mesh. Cannot select edge loops on a triangulated mesh and Tris to Quads will not always give you good topology. If it was the long loading time of the mesh that made you think this was caused by the triangulation process, then no, it's the polycount.
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