Questions about how UE4 handles triangles of a model, and the outcome
Hi guys, I got some questions about how UE4 handles the triangles of models: In the screenshot, the number of vertices and triangles of my models looks weird. The tris are about two times more than the vertices, isnt it suppose to be less than vertices? Is that normal, is it how UE4 handles geometries? Or is it becuase I modeled the object in a wrong way and caused this incorrect result?
In additional, when I modeled these geometries, they had tris back in my modeling software Blender, I didnt model them with quads, will it effect the performance or shading in UE4? For UE4, which method would be better for the modeling and engine? Quads or Tris? If Tris will effect the engine, should I go back to redo all of my modeling works (They all have tris in Blender)?
Thank you, sorry for my bad English.
asked Nov 21 '15 at 08:23 AM in Using UE4
if every triangle in your model was separated, you would get 3 times as many verts than tris. in most models, you have many triangles sharing edges, so adding an extra triangle might add only 1 more vert. using free verts that don't contribute to triangles is bad practice, so you will always have at least as many verts as tris, and up to 3 times as many verts as tris. so there is nothing wrong with the numbers you are getting.
every model in game is rendered as tris, so it doesn't matter if you import the geometry from quads or tris, they will become tris in the engine. now, if you want more control over edge flow, you probably want to manually convert some of those quads to triangles before export, because blender doesn't allow you to turn hidden edges like 3ds max does, and some of your quads might bend in the wrong direction, causing distorted normal maps or bad deformation or bad silhouettes on organic objects.
answered Nov 21 '15 at 01:49 PM
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