Why we still fight for quads
Topology debates are endless, but in production the stakes are concrete: deformation, subdivision, clean bakes. Here is where we draw the line and why.
Where quads earn their keep
Anything that deforms or subdivides: characters, hard-surface with bevels, anything getting a normal bake. Quad-dominant flow with edges following the forms keeps subdivision predictable and bakes clean.
Where it matters less
Static props for renders, environment dressing, 3D print models sliced to triangles anyway. A hidden ngon inside a flat area harms nothing. We optimize effort where topology actually affects the result.
Frequently asked questions
Do you deliver edge flows for rigging?
Yes — character deliverables include edge loops at deformation zones unless the brief says otherwise.