I am sure I learned this some time ago, but my mind failed me today. Is having triangles as such the ones in the left hand side of the model bad? Thanks in advance.
I feel like that might cause some bad shading due to how narrow some of those triangles are. Can't you just redo the topology a little to have the same silhouette but with better planned topology? You could probably just add some horizontal loops in places, redo topology and it wouldn't be that many more polygons.
Long thin triangles are difficult for game engines to render. I can't remember what problem they cause, someone mentioned it recently in another thread. But best to avoid them.
I think super long tris are okay, as long as they are defining a surface that is completely flat. the second you bend the normal tangency on a surface with crazy long tris however, you`re going to end up with undesirable results.
Is this still a relevant/significant issue on modern engines/hardware?
yes, the hardware operates like that. with 2x2 pixel quads it also gets the "derivatives" and with that picks things like mipmap of a texture.
If this is low poly the upper curvature could see significantly less polys, given the other ones are also of less resolution despite being spatially "bigger"
Yeah it'd be better to add some extra splits, like 2 across the longer edge near the middle, and one on the shorter end. I see people do extra splits like this for pillars and poles.
Replies
And it'll break tri-stripping and potentially cause shading issues.
yes, the hardware operates like that. with 2x2 pixel quads it also gets the "derivatives" and with that picks things like mipmap of a texture.
If this is low poly the upper curvature could see significantly less polys, given the other ones are also of less resolution despite being spatially "bigger"
Probably more so these days because of the amount and density of triangles that get thrown around.