Quads vs. Triangle - Which is best for creating a low poly model?
People, in general, ask a designer or an artist to stay away from Quads and stick to Triangles and vice versa. Firm decisions are taken by putting all your mind and heart into it, trying both ways and then deciding what works the best for you. But, to know what is better, experience is required.
People, in general, ask a designer or an artist to stay away from Quads and stick to Triangles and vice versa. Firm decisions are taken by putting all your mind and heart into it, trying both ways and then deciding what works the best for you.
But, to know what is better, experience is required.
In this article, we shall cover the basics of quads and triangles used in low poly modelling along with our opinion of what's better based on the versatile experiences of people using it on a regular basis.
What is a low poly Model?
A low poly model is a polygon mesh in 3D computer graphics that has a relatively small number of polygons.
If you want to know about Low poly models in detail you can refer to our blog -
What are Quads and Triangles in low poly Modelling?
A Quad or Quadrilateral Polygon is a four-sided polygon consisting of 4 vertices and 4 edges.
A triangle is a three-sided polygon having 3 vertices and 3 edges.
If you want to know more about Quad modelling you can refer to our blog -
To distinguish what works the best, let's take suitable areas where Quads and triangles are used.
When are Quads more suitable?
Quads are the best when used for animation.
To ensure a clean outcome of your animation without it being deformed, Quads are required. This is because they animate smoothly when rigged. The essential point to note is that Quads are more flexible to be used with the basic notion around which modelling tools are designed.
•Conversion
It is much easier to convert Quadrilaterals into triangles, as it generally happens when a low poly model is exported to a game engine. But it is not the other way round. It is a much more difficult, complicated and tiresome process to convert triangles into Quads.
•Look and feel
The look and feel when a Low Poly Model is designed using Quads is more accurate, precise and organised than when it is created using triangles.
•Angle
If you are making a model with straight edges which require a perfect right angle (90°), then Quads are a great fit. Using triangles can be complicated as it leads to the production of different angles.
•Division
Quads can be easily subdivided, whereas a triangle cannot be subdivided without tremendously affecting the polycount.
It is easy to maintain a polycount while subdividing quads with approximate predictions.
UV Unwrap
When you use UV Unwrap for a model created using triangles, your mesh will look unorganised and untidy.
Whereas, using UV Unwrap for a model created using Quads, the mesh will look neat and sharp.
The significance of using Quads for low poly models is that the wireframe looks cleaner, and subdivides are more logical having sharp edges.
When are Triangles more suitable?
Making a low poly model for rendering is no big deal. When models are made for gaming, during their export to the game engine, the mesh will automatically get converted into triangles. So, artists and designers argue to use triangles from the beginning.
However, using Quads comes with its own benefits.
Ease of designing - It is easier to pick 3 random points in a 3D space and connect them. The outlook will be flat and plain. This isn't easy with quadrilaterals.
Noticeable - Creating low poly models with triangles, make the character more vigilant. They always guarantee a flat graphic which is easier to make on computers.
Faster process - to create anything, 3 points are essential. With 2 points, only a line can be drawn. As triangles have the most minor vertices out of all other polygons, it is easier for the game engines to load them.
•Rendering - When you create a low poly model using triangular mesh, it results in faster rendering as compared with Quads.
This is because triangles form a convex area and have an order of vertices which defines the direction.
•Appropriate - There are designs where triangles are needed and suitable. Triangles are even more lenient as compared to Quads. So, using Triangles isn't that bad.
•Hard surface - When creating models that are hard structured, say interior designs, sculptures and architecture, the animation isn't a necessity. So problems caused by triangular mesh are often not realised. You still have to ensure that there is no shading problem after rendering.
Conclusion -
As we know, this is the most controversial topic for all the designers and artists. It is better and appropriate to stick to Quadrilaterals
This is because it comes with its pros and helps in the easy creation of low modelling with perfection. It is also best while animating an object.
However, adherence to just Quads is never sufficient. Using Quads in general along with triangles whenever required is the right way of designing.