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Tessellate - good or bad way to crete quads?
show user profile  Tomislav0309
Hy guys,
here is my one question. I want to create something like wooden fence.
Ok, I recently created fence, I created materials, set UV to second chanell, and exported to Unreal Engine 4. And it works very good! No bad shading etc...

But for first time, I want to ask you is this a correct way to create final quads for exporting?

Here in my first picture, you see my early model of wood plank, and you see quads and one triangle.

I used "tessellate" modifier to create quads for this model, so I want to ask you is this correct way?
In second picture you see that my triangle is now 3 simple quads, after using tessellate modifier.

read 802 times
5/18/2015 7:48:42 AM (last edit: 5/18/2015 7:48:42 AM)
show user profile  herfst1
Game engines work in triangles, not quads. You don't import turbosmoothed models into game engines so being "all quad" is not a requirement.

[edit] also, your "solution" is a bit... *smacks head* if I'm honest. The question you should ask yourself when making a game asset (regarding topology) is, "Does adding/deleting this line add anything to the details/silhouette?" If the answer is no, then delete it.
read 800 times
5/18/2015 7:58:03 AM (last edit: 5/18/2015 8:01:10 AM)
show user profile  Tomislav0309
hmm, I'm still learning this, some people says that the best choice is to works with quad meshes, and when I export my model, it will create triangulation in quads.

Here is quads, but when I check off "Only edges" in object propertis, i see triangulation in quads.

read 795 times
5/18/2015 8:06:25 AM (last edit: 5/18/2015 8:06:25 AM)
show user profile  herfst1
Yeah, I wouldn't listen to them.

Notice I removed poly's from flat areas and concentrated them on the curve to make the low poly version look higher poly than the all-quad version. This is the mentality you should use. It's not about using less, it's about using them better.
read 787 times
5/18/2015 9:09:37 AM (last edit: 5/18/2015 9:11:37 AM)
show user profile  Tomislav0309
wow, this looks very good in flat areas, can you tell me whic modifier do you use, or you manualy cuts that area?

read 766 times
5/18/2015 12:53:52 PM (last edit: 5/18/2015 12:53:52 PM)
show user profile  herfst1
Manual. Just used collapse and flow connect.
read 760 times
5/18/2015 1:06:53 PM (last edit: 5/18/2015 1:07:26 PM)
show user profile  Tomislav0309
ok, i will try do that, i will post picture here when I'm finish my model, and export to UE4 engine to look for shading errors.

read 757 times
5/18/2015 1:13:05 PM (last edit: 5/18/2015 1:13:05 PM)
show user profile  Mr_Stabby
In modern games the workflow is as follows:

1 - sculpt / model the thingy by any means necessary. You can keep a quad topo if it helps you or you can not if it don't hurt the way it looks, whatever.
2 - optimize the mesh, usually done by a combination of automatic tools and human influence (to maybe enhance detail here or there or to aid with animation). Keeping any base topology with its flows goes out of the window, anything that triangles can represent is fine.
3 - project the original mesh to the optimized model to get displacement and/or normal maps

export the optimized mesh along with maps to the game

read 754 times
5/18/2015 1:23:52 PM (last edit: 5/18/2015 1:23:52 PM)
show user profile  Tomislav0309
For now, I see that create a model for "something" is not problem to me, there is so many modifiers etc to create what I want.

But problem is to quality optimize that model for exporting.

When I was learning to draw, I draw simple house. And that house is so bad because I didnt know about quads, triangulation etc.

read 744 times
5/18/2015 2:07:23 PM (last edit: 5/18/2015 2:07:23 PM)
show user profile  chillywilson
sometimes people want them to stay in quad style because it allows you to use the model for multipurpose reasons, mainly for characters if other types of animation is wanted, like a non engine cinematic
read 742 times
5/18/2015 2:07:48 PM (last edit: 5/18/2015 2:07:48 PM)
show user profile  luxxeon
Personally, I would recommend building your models in quads as you are doing, then go back and optimize when done. 3dsmax has some relatively powerful edge modeling tools for this kind of workflow. Typically, the reason people recommend maintaining quads is because quad models are far easier to edit or unwrap, and subdivide and deform better in animation. Since your models are for games, then the only advantage would be in maintaining a logical modeling process, and keeping it easy to edit, in case you are asked to make changes before translating to the game engine.

If you know with absolute certainty that your model will NEVER be used in a cinematic, or will never see editing, then by all means model any way you like. I'd still avoid ngons of course.

My Youtube Video Tutorials:
read 736 times
5/18/2015 2:19:07 PM (last edit: 5/18/2015 3:00:16 PM)
show user profile  Garp
For a typical workflow, look at Dave's entry on this page.

read 716 times
5/18/2015 4:44:06 PM (last edit: 5/18/2015 4:45:04 PM)
show user profile  Dave
I've always been part of the "stop being so afraid of triangles" brigade, but luxxeon has laid down some wise words, quads are generally a safer bet when you're new to the world of realtime. But I would hope that in time you learn to love the triangle, and understand where best to use them, and where to not.

However, for this specific example of a plank of wood... the only thing tessellation is doing here is giving you a boat load more polygons than you need for that object.

Thanks for the shoutout Garp! Though I have to declare that was a very rushed model and the topology is 1000% horrendous.

Oh, and Tomislav0309, you might want to learn about the "print screen" button on your keyboard, that will save you some time in the future.

"I flew over Egypt once"

read 704 times
5/18/2015 5:48:58 PM (last edit: 5/18/2015 5:50:13 PM)
show user profile  Tomislav0309
I was lazy to prntscrn and copy to usb :D

But not now.

Here is what I was doing yesterday.

I used simple box, symetri modifier and than EDIT Poly modifier.
And then all that convert to editiable poly, and used unwrap uvw.

Edges of model looks sharp, but it looks only because small resolution of picture, I used few extra edge lines to create rounded edge.
Ok, I have to better edit texture in unwrap, this was edited to fast.

read 676 times
5/19/2015 7:57:30 AM (last edit: 5/19/2015 7:57:30 AM)
show user profile  herfst1
Unnecessary polygons: 95%.
read 673 times
5/19/2015 10:09:54 AM (last edit: 5/19/2015 10:09:54 AM)
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