I will be using quad polygons when creating 3d models. This is because it will create a model that will animate and move better but also will look cleaner once it is finished. Why would you want it cleaner? This is so you can easily see what you are doing at any given time, and when you show people and try to explain the certain segments, they can easily understand which bit you mean and what you are talking about. It also looks cleaner when animating it and deforms better than if you used triangles.

You can also use triangles and N-gons but they are not recommended. This is because N-gons have five or more sides which takes longer to render and triangles increase in resolution when deforming which is problematic and slows down performance. Some programs don’t even accept triangles so if you do decide to use them, be sure to plan ahead and know what software you will be using.

Another benefit to using quads is subdividing. By subdividing quads, you can create more quads easily with little effort. But when you sub subdivide triangles it gets complicated, time consuming and counter productive. You will also lose the flow of the model too, making it harder to get a feel for the model. If you are using Mudbox or Zubrush then you could use quads in order to add detail.

To make a good detailed 3d model you will need to have a higher resolution. This basically means that the more detail you add the higher the resolution thus increasing the performance it needs to run. If you look at for example older games, you can see low resolution models. This is due to the limits of graphics technology at the time. You can see this with zelda on the N64 and how low the resolution is on the character Link.

Ocarina of Time # 1_2

Screen Shot 2015-11-04 at 14.21.00

Screen Shot 2015-11-04 at 14.35.47

Screen Shot 2015-11-04 at 14.20.43Screen Shot 2015-11-04 at 14.36.06

Screen Shot 2015-11-04 at 14.40.45Screen Shot 2015-11-04 at 14.40.27


Zelda screenshot

Author – R Manur
Published – 2008
Creator – Evoca Distance NSW
Published – Feb 8, 2015

Author – Austin Mayden

Published – October, 2015

Author – Justin Slick


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