So I’m working on a polygon mesh that I’m subdividing into an ungodly high polygon count mesh. It’s not all that unusual, but it’s my first time working in this way in Blender. Unfortunately I’m struggling a bit with Blender’s subsurf modifier. Apparently it just hates triangles! Any time there is a triangle instead of a quad in the mesh, it gives this weird circular topological pattern that looks really bad. So I’ve burned a lot of time with this mesh avoiding triangles at all costs, even when it made sense to use them. But I’ve finally run into an instance where I have to use some triangles - joining two meshes together. There just has to be a couple of tris in it, no matter how hard I optimize. And it looks bad! The first image is what I’m doing, and the second is an exaggeration of changing everything to tris to show how bad it gets.
Is there any solution to this? Is there a way to subdivided while having a couple of tris and not have it not make a mess of the topology?