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As you can see in the following picture, my model always has a single triangle left, no matter in what way I knife the faces: enter image description here

However, I wondered if its better to achieve something like that (Dino splash screen example): enter image description here

As you can see, there are sometimes 5 squares hitting one point.

I wonder if it's reasonable to have some triangles here and there or if it would be better to discard them all. If so, what's the best way to achieve a result as shown in the 2nd screenshot? I tried as much as I could but I always end up having another triangle.

Christian
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  • Hi :). As moonboots said, triangles are often present even in hi-quality models. If they're not causing any artifacts, a small amount is perfectly fine :) – jachym michal Sep 09 '22 at 09:19
  • To answer this "I wonder if it's reasonable to have some triangles here and there or if it would be better to discard them all.": There is no rule or obligation to always discard them all. Neither triangles nor n-gons. It always depends on the specific geometry and what you are about to do with it. Sometimes it can even be helpful not to have quads. I would recommend Josh Gambrell's Youtube channel, he does a lot of hard surface modeling and often has tips how to battle bad shading and also some videos about where non-quad topology is even preferable. – Gordon Brinkmann Sep 09 '22 at 12:31
  • Note that adding a single level of subdivision, perhaps even applying it, will give you an all-quad mesh, if that is something that is important to you. (This fact should also make it clear that all-quad is not the be-all, end-all of topology....) – Nathan Sep 09 '22 at 15:37

1 Answers1

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If it doesn't create any bad shading you can keep your triangle, but if you want a quad you can use this topology instead:

enter image description here

moonboots
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