Hi everyone. It’s my first time back here in 3 years. I was doing good learning to model, but UV mapping and other texturing methods came along and kicked my butt, so I sort of lost interest.
Anyway, I’m back and with a new newbie question:
Are twisted quads something we should avoid? I’ve been trying to model a low-poly robot (for a game I hope to one day create), and it seems like no matter what I do, I end up with a bunch of twisted quads. The only way it seems I can avoid this is by manipulating 2 vertices at once every time I need to change something… but that can’t always be done. This is driving me nuts.
Here’s an example I grabbed off google images:
That picture is a little extreme, but it illustrates what I’m talking about. Anyone have any tips on this?