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I have some misunderstanding about the modeling pipeline. In my mind pipeline are:

  1. Concept
  2. Sculpt
  3. Retopo
  4. Baking
  5. Rigging
  6. Setting
  7. Animation
  8. Game engine or cartoon/movie
  9. ...

I read many articles about CG. Many articles include information about the triangulated low poly model before baking a normal map (step 4). 'Cause it has fewer artifacts than a low poly-quads model.

Another moment, if I triangulate the model before baking (step 4), how will the animator create the animation. An animation does with quads comfortability (steps 5-7), not triangles. Doesn't it?

And in other articles, they point out that we need to do the triangulation before putting the model into the game engine (step 8).

I'm confused at all.

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  • $\begingroup$ Erm i dont think you can do a blanket statment like you do here. You triangulate when you need to force the triangulation so you can adjust it. Yes it can bake better because it has the triangulation you needed. Obviously if you flipped the quad it would now look off. There is no difference animating triangular or nontriangular models. Just more clutter on screen. $\endgroup$ – joojaa May 2 at 11:47

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