I’m having some real problems, here’s some back story. For two years I’ve been learning all quad modeling and topology. However my original exposure to 3D modeling was, well I don’t know what you would call it. Japanese style 3D modeling maybe? Greater use of bendy straw and triangles. Even in sub-d modeling. It’s not quite modeling for a game engine, but its closer than all quad.
My major problem is thus, no matter what i do (even in sub-d modeling) all quads doesn’t look right to me. It’s too even/smooth. Sometimes I really want the pinch of a triangle when I sub-d. Far less frequently i end up wanting to quickly reduce the number of edges. I’m aware that in the latter case I can use quad based step-downs, but I end up having to create extra geometry for it.
So that said is it really that bad? Reading over sub-d and topology threads; people seem to have a pathological fear of tris in English speaking modeling communities. When I go back to using a few tris the resultant subdivided model looks better to me and it’s easier for me to weight paint. All with many less polygons after subdivision than my all quad version.