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Max Area Triangulation

 
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Max Area Triangulation

Justanother1
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Posts: 88
Threads: 10
Joined: Jan 2013
#2
01-23-2014, 11:20 PM
In truth, triangulation is only useful long after the model is built, UV-mapped, textured and ready to go. All the useful abilities like edge loop and edge ring select don't work with triangle too well. UV-mapping triangulated meshes is tedious. Of course once your there ... but then also once your there you'll probably use some kind of Decimator, like Blender or Zbrush. This is more of an automatic process that reduces polycount for low poly models. Not real good for animated models, but for scenery and props is the Bomb! There is a Tesselate-trianulate option in Wings3d, and it works great for exporting DirectX and 3DS models. As far as topology, you can always change it!
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Messages In This Thread
Max Area Triangulation - by Nova - 01-23-2014, 10:25 PM
RE: Max Area Triangulation - by Justanother1 - 01-23-2014, 11:20 PM
RE: Max Area Triangulation - by VladD - 01-24-2014, 07:48 AM
RE: Max Area Triangulation - by ggaliens - 03-27-2014, 04:47 PM
RE: Max Area Triangulation - by Nova - 04-06-2014, 10:21 PM

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