For low-poly games, do what works for you.
For movie-quality meshes, make it quad faces to avoid nasty lighting anomalies when rendering a sub-divided mesh.
Some places you just can't avoid doing triangles, especially if you wish to make a light model polycount wise.
For movie-quality meshes, make it quad faces to avoid nasty lighting anomalies when rendering a sub-divided mesh.
Some places you just can't avoid doing triangles, especially if you wish to make a light model polycount wise.