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Post by ashabasha on Apr 5, 2023 10:08:40 GMT -5
Hey! I'm quite new to making custom content, and because there are many people here with a lot more experience, I thought I might ask for some advice/discussion regarding traingulation of meshes. I'm sorry if anything like this is already posted in a tutorial or forum somewhere, I couldn't really find anything I've noticed EAs meshes are almost always (or always always maybe) triangulated, and I know that blender has a very easy option to do this. But I'm simply curious as to why this is done? Should I be doing this to all my cc? From what I understand it adds more vertices, which for performance seems counterintuitive. Anyways, happy to hear anything anyone has to say on the topic
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Post by mauvemorn on Apr 7, 2023 11:48:48 GMT -5
Hi. Yes, always in ts4 and most likely in all games. It takes at least 3 vertices to create a surface, and 3 create a triangle-shaped one. No matter where in space they are, they always lie on the same plane and it is shaded flat. When the surface is made of more than 3 vertices, its shading waries. On the first image, the quad appears flat and is shaded flatly. When the angle is changed, you see that it is not actually flat and can be shaded in two ways. When you turn this quad into two triangles, there is no ambiguity and that what speeds up the rendering of the scene. The performance is very important for gaming engines, so that is why all game assets are triangulates This may not seem like a big deal on a simple mesh, but it is very noticeable on low-poly meshes of organic shapes like clothing, humans, basically anything that's not angular But to answer your s4s specific question, s4s triangulates the mesh itself upon import, you do not need to do it yourself unless dealing with alpha hair or if s4s does it in the unfortunate way
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Post by simmerish20 on Apr 7, 2023 17:21:55 GMT -5
You can also do it by marking the entire mesh and clicking the J key. You can also remove triangles (convert to squares) with alt+J, for instance if you want to use edge loops for lowering polys on an already triangulated mesh.
Blender occasionally will throw errors when triangulating (due to mesh type, possibly shape? The startup box throws errors, not sure why), and alt+J sometimes removes triangles in weird places, so it's a bit of trial and failure.
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