When fixing topology for models meant for BFME... Do you guys know what goes in terms of polygons. Not count, but the type of polygon? In zBrush, when decimating the high res mesh, the program makes it all Triangles. But when doing "automatic" retopology, zBrush creates Quads. AFAIK the vanilla BFME models are all triangles... My question is, does it matter in any way? If so, what is best and why? Pros and cons? Also, can I mix trianges and quads if needed, like in the pic below (not my model):
Edited by Nazgûl, 17 May 2014 - 03:49 PM.