Quads vs Triangles (or other n-gons)

I've always read that when creating content for DAZ Studio, you should only have quads in your mesh. Why is this?

I opened a free clothing item last night in Hexagon, and I noticed it's made entirely of triangles. I haven't had any problems with the item (yet), but I was wondering what kind of issues could arise?

My intention is to modify this item to meet my current needs, but I'm not sure if I should put forth the effort or not.

Comments

  • MadaMada Posts: 2,013

    1. You get better subdivision results with quad mesh. Triangles can cause irregularities, pinching, or distortion when subdivided, leading to artifacts in the mesh.

    2. Quads deform more predictably when rigged and animated. 

    3. Quads provide a clearer, more logical flow of edge loops - essential for modeling and making adjustments to the mesh.

    So the question would be - are you planning to morph the item or create JCMs? Use subdivision on it? If not - triangles should work fine

  • riftwitchriftwitch Posts: 1,409

    Mada said:

    1. You get better subdivision results with quad mesh. Triangles can cause irregularities, pinching, or distortion when subdivided, leading to artifacts in the mesh.

    2. Quads deform more predictably when rigged and animated. 

    3. Quads provide a clearer, more logical flow of edge loops - essential for modeling and making adjustments to the mesh.

    So the question would be - are you planning to morph the item or create JCMs? Use subdivision on it? If not - triangles should work fine

    Thanks, that helps. The item works as is, but I want to add some geometry to cover specific areas of my character. I'll play around on my day off and see what happens. 

  • riftwitchriftwitch Posts: 1,409

    riftwitch said:

    Mada said:

    1. You get better subdivision results with quad mesh. Triangles can cause irregularities, pinching, or distortion when subdivided, leading to artifacts in the mesh.

    2. Quads deform more predictably when rigged and animated. 

    3. Quads provide a clearer, more logical flow of edge loops - essential for modeling and making adjustments to the mesh.

    So the question would be - are you planning to morph the item or create JCMs? Use subdivision on it? If not - triangles should work fine

    Thanks, that helps. The item works as is, but I want to add some geometry to cover specific areas of my character. I'll play around on my day off and see what happens. 

    After working on the clothing a bit last night, it looks like it's going to be a lot of work to accomplish what I want to do. I may have better results using a custom transmap on a different item that already covers the area I need covered. 

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