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What is the optimum number of edges per poligon? discuss
>>
>>541889
tris, get someone lower than me to retopo.
>>
>>541889
depends, you fuck
>>
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>>541889
two
>>
3
>>
It depends on the program. Max was made to work with 4, but Maya was optimized for 5, and actually blender its better for working with hexagon shapes only.
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>>542277
if i want to use more edges (say 7 or 9) per poli, do i need to subdiv and use more than one software ?
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They hired and fired a guy in a week, because his topology was shit. Some kid of a higher-up i think.
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>>542277

Maya was made to work with Ngons?

>>542300

What are you talking about? Polygons with 9 edges? No, you connect those surfaces with more edges. Unless it's a flat surface, you don't want more than 4 edges for anything.
>>
>>542277
>but Maya was optimized for 5
>optimised

fuck off you retarded faggot
no 3D software is optimised for ngons. Quit talking out your ass or provide some proof.
>>
>>542277
>maya was optimized for 5
not sure if trolling or actually this stupid
>>
>>542277
Kek
>>
>do you mean by face?
or the overall polycount?
be clearer than that
>>
Four. And You're a Heathen for considering anything else. Ngons are a plague on all of humanity, and I'd like to see you make clean edge loops using Tris.
>>
You fuckimg cucks, all programs are optimized at least for 1 edge per face, and less than 100
>>
>>542717
>Not knowing how to greentext
>not understanding a simple question that has already been answered
Be less autistic than that.

>>542737
>and less than <arbitrary number i pulled out of thin air>
You can't have a face without 3 edges faggot.
>inb4 what about non-manifold geometry
>>
>>542738
dude i don't think you know what you're talking about, consider maya tutorials on youtube
>>
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A polygon is a 2-dimensional example of the more general polytope in ANY number of dimensions. An n-gon is a polygon with n sides; for example, a triangle is a tri (3 sided polygon). The basic geometrical notion of a polygon has been adapted in various ways to suit particular purposes, in 3d computer graphics, we are concerned only with the bounding closed polygonal chain, thus any number of edges is really acceptable - when the shape is rendered/calculated it will be converted to quads regardless.




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