No one said that the trinagle faced meshes can not be animated. And, of course, they are used in the games because of constituting a way of keeping the meshes' poly density low. The thread here is not focused on animation but on modelling. Modelling on quad faced meshes is the norm, no doubt. And it is so because of its practical nature.
Sculptris has already a very nice sculpting environment, therefore the thought was about extending it somehow so that it may be able to sculpt simply on quad faced meshes too, with an aim of having further editable meshes, regarding their modelling (and even getting them again inside Sculptris, if needed), when exported.
I am aware that Sculptris' novelty is sculpting by partially refining the mesh (something accesible easily by triangle faced meshes). This is not a problem by itself but I did think that it would be good to have some alternative to it also. Or, at least something like a choice of an auto-retopo tesselation at the end of the sculpting process maybe.
There are the programming issues, regarding all those theoretical conceptions, that only the programmers could have a word on them, surely. So the only thing we can do, we, the users only, is to express some ideas as to what we feel most comfortable from a 'user's only' perspective.
if you build something with triangles you could bring it, in and out of scupltris. and normal map it, if needed. why not learn to model with a tool that makes tri meshes. the only thing that will happen is your knowledge will grow
Dimitri: I'm not sure if I formulated myself clearly before, but my general conclusion is that you will need one of two things to get any significant advantage from quads over triangles - a carefully planned and constructed base mesh that will define the main curves/edge loops of your model, or a powerful retopo tool that will allow you to manually define where those curves should go on the finished model (built on top of the triangle mesh).
Simply doing automatic retopo using something like a shrink-wrapped sphere would give you a quad mesh but the edge placement would be random and unrelated to your forms, which would not allow you to have perfect crisp+economical corners or nicely deforming low-poly geometry for animation.
Some advantages of a "random" quad base mesh would be to enable multires sculpting and ptex texturing.
This is all a priority issue in the end. I won't have the opportunity to add any more complex tools in version 1.0, so I'll have to look at what small things I can implement that will still add real value. Supporting imported OBJ meshes with quads might be such a small thing, and it would allow you to work with a properly constructed base mesh. Whole-model subdivision should also be simple enough to add, which would be like one-way multires where you can add detail levels as you need them but never go back.
The reason you want triangle polygons for games is so that you will not have any non-planar polygons. Quad polygons can be non-planar meaning that one or more of the vertices does not rest on the same plane (xyz). This causes rendering artifacts. Triangular polygons are never non-planar...
Most game engines will take quads and split them into triangular polygons at render time. You can model in quads being carefull of your edge loops (for animation), 5 sided polygons and poles.
Quote from DrPetter "Supporting imported OBJ meshes with quads might be such a small thing, and it would allow you to work with a properly constructed base mesh. Whole-model subdivision should also be simple enough to add, which would be like one-way multires where you can add detail levels as you need them but never go back. "
This would be great if Sculptris would recognize the uv map on the low polygon model and when done sculpting export the high polygon model with the same uv map. Baking displacement maps,normal maps,texture maps in another program then would be possible without having to any retopoing . As in all cases it's a priority issue, so when it happens, if it does, I will be a happy camper...
I do agree with Digmore... Beside, there is no need to narrow the working field of Sculptris according to the needs of game animation objects sculpting only.
Having a way of importing a quad faced mesh in Sculptris and sculpt on it too is ok. Having the opportunity of working on it by subdividing it, even without having a 'return', is good too. If we have some such enrichments in the coming version will be great.
Using the texturing ways of the coming version to such meshes also, will open to the users even more horizons of creativity.
As to the retopo... being able to import and export in quad meshes leaves no reason to bother about it... at least, for the coming version. Ideas are evolving. There could appear new methods of mesh managing in the future. The needed thing is making use of the methods we have now in the best possible way.
Sculptris' being an app usable from both triangle and quad faced mesh modeling people will contribute essentialy to its popularity, no doubt.
Btw... I did download and look carefully the pdfs' at Pesho's link... It is just the needed thing in fact. A 'remeshing'. If Sculptris may have such a tool it can be one of the most used apps for sculpting. You sculpt your object in triangles, leaving your self free to do partial subdivision wherever you want and after completing the object, 'remesh' it, making it having a clear cut quad faced mesh.
The idea is superb, surely, but I can not utter even a single word as to the programming side of such a thing...
Although, having a way to import a 'quad' mesh and sculpt it without 'touching' its topology and uv mapping will remain a need even in such a case. They are different things, after all.