they are just cleaner and faster to work with, more predictable. So if your not trying to make super low poly meshes where every single tri counts you should try and work with quads.
Mustang mentioned many of the modeling reasons, but edges chamfer easier too without leaving nasty pinching in your meshes when you meshsmooth.
Its not such a big deal with static meshes, or if your doing low poly work without normal maps. Just normal maps are pretty mainstream now and not considered next gen anymore unless your using blitz3D.
Mustang mentioned many of the modeling reasons, but edges chamfer easier too without leaving nasty pinching in your meshes when you meshsmooth.
Its not such a big deal with static meshes, or if your doing low poly work without normal maps. Just normal maps are pretty mainstream now and not considered next gen anymore unless your using blitz3D.