I'm modelling with quads, but when I render it shows up in some areas as tris.

I’m not sure whether this is a modelling problem or a rendering problem but my faces seem to be triangulating in the render even though they are quads. Does anyone know what causes this and what I can do to fix this? The model I made will be used for a game using flash and I’m wondering if this triangulation will cause any problems. I don’t believe we will be using renders for the game. What is considered good practice when it comes to situations like this?

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I’m not sure whether this is a modelling problem or a rendering problem but my faces seem to be triangulating in the render even though they are quads. Does anyone know what causes this and what I can do to fix this? The model I made will be used for a game using flash and I’m wondering if this triangulation will cause any problems. I don’t believe we will be using renders for the game. What is considered good practice when it comes to situations like this?

The blender internal renderer only renders triangles so it converts any quads
You can control the visual triangulation by settings smooth shading and use an edge split modifier with specified sharp edges or use flat shading and selective smooth adjacent triangles. Select the face and in edit mode use W / shade smooth

Image shows the same object, the one on the left with smooth shading and edge split

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Thanks, Richard! So does that mean that the model is ok or do need to fix any of my faces? I don’t know that much about rendering. Do all renderers convert faces to triangles?

Turn on smooth shading and add edgesplit modifier.

Thank you both very much! What does the edge-split modifier do exactly? So do I apply the smooth shading to specific faces rather than the whole mesh?

make sure your quads are flat, when they are split up for rendering you will only see a difference if they are not flat…

I realize that when I move vertices around, it causes the face they are creating to be bent a little. I want to make the surface of my mesh a little uneven to make it look a little worn, but how do I do that and keep my quads flat, especially when I’m working low-poly?

You can often select all the faces in a flat area and scale them in a specific direction to 0. For example, select a wall, then type ‘s’, ‘x’, ‘0’. If they suddenly became a line, you need to scale then on the Y axis instead, so type ‘y’ instead of ‘x’.

The Edge split modifier essentially cuts edges above a certain angle (or specially marked edges) into multiple separate pieces. The typical workflow is to shade all of your faces smooth, then (so that the corners are sharp) put on an edge split modifier.

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You can often select all the faces in a flat area and scale them in a specific direction to 0. For example, select a wall, then type ‘s’, ‘x’, ‘0’. If they suddenly became a line, you need to scale then on the Y axis instead, so type ‘y’ instead of ‘x’.

Thanks for explaining that! Can this be done after a model is unwrapped and textured or is this something that should be done before? Should I be doing this every time I model?

The Edge split modifier essentially cuts edges above a certain angle (or specially marked edges) into multiple separate pieces. The typical workflow is to shade all of your faces smooth, then (so that the corners are sharp) put on an edge split modifier.

Thanks again, that definitely helped!

You can do it whenever you like. Only do it if you want a surface completely flat.

If it’s already unwrapped and textured, it could deform the texture on the surface. However, In your example I don’t think its enough that anyone could notice.

Thanks, jrkirby!