first, a little vocab- I think you mean “quads” when you say poly- tris ARE polys (at least last I checked 3 was more than 1)
I believe that quads are converted to tris at the runtime, for mathematical purposes (very few quads used in models are flat, so even while modeling they’re basically 2 tris) but while technically this roughly doubles the face count, each tri takes about half the resources to calculate (correct me if I’m wrong, by the way- this is all speculative) so I reccommend leaving your models as quads just for simplicity- it’s much easier to see edgeloops etc. that way.
Ahhhh, edge loops, yes…hadnt thought of that.
Oh so thats what polys means, lololol …just teasing… its that dyslexia again… I have it in my head that a poly is square, lol…
the reason I asked is because i was modeling a new character. Modeling her over an older one I have…
I ended up with too many faces, you know in the 2400 range, not including hair planes… so I tried the script to reduce poly count…
It worked but left me with the triangles… so I kinda went through and was turning the less important ones into squares again.
Then it dawned on me, that the ge, would just convert them back again…lololol so I thought I would check out my assumption.
so then, if your model is in tris, you could have a lower low poly then if it were the same number as squares? If you see where I am going with all this rambling…