--well I triangulated it in places where I wanted to have shadows properly rendered on face. It make diference -try it yourself and you see that you can influence it like this
Well I don't mean to get into an argument,especially that I know I'm right lol,but it's the OTHER way around...
Smooth-Shading is calculated using similar algorithms as the Catmull-Clark used in SDS modeling and it is QUADS that can take full advantage of the rendering output since they are non-planar,meaning you will be able to define 3 dimensions using it's vertice as for the triangle,no matter how you move it's vertice,it will always face the same plane,for rendering purposes...
Actually triangulating a mesh doesn't change the shading's properties at all,it's the
edgeflow that does it.
I also would like to quote someone from CGtalk since it's a topic that's come out as well yesterday
Modelling using quads is intuitive and efficient because u can use edgeloops to create the flow of muscles and bones on organic objects. Tris and Ngons do not have an organic flow due to their geometric nature. When an Art director sees a good use of edgeloops, he will recognize that u have a good understanding of polygon modelling.
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