Thanks, you're doing humanity a favor.
>>573012It's a death sentence
ATROCIOUSANOTHER RETOPO MUST BE DONE
They're ok if they're not in an area where deformation occurs.They may also fuck up your subdivision surfacing and will most likely cause reflection glitches.
Triangles are good if youre not a 3d newbie
>>573030pretty much thisa triangle in an arm pit might not be important, but one in the face will fuck over whoever has to animate it, which will karma back to you if you are still working with them
>>573012>>573014>>573026>>573030>>573143which is really quite odd if you're coming from an engineering background and you're use to FEA or CFD
>>573012Triangles can actually be beneficial if they're in the right places and it's often impossible to avoid them anyways. No more than 3-5% tris in a mesh is normal. Better to have tris than quads with T-verts
>>573012If you're doing ultra-low poly modeling, knowing how to use tris effectively is very important.For regular subdivision surfaces, tris are worse than ngons, the latter will at least smooth out so long as the plane is fairly flat and won't have to deform. It's almost always worth it just deleting a tri edge and turning it into an ngon you're not sure how to terminate the loop.