>>1034385This fucking retard, holy shit.....
>>1034560Basically, you want to keep it consistently one shape, for simplicity when working. It makes zero sense to have a different shapes because it fucks with subdivisions, deformations, etc. You want consistency at that point because quads provide symmetry. Working with edge loops, deformations, and smoothing become /simpler/, and more /predictable/. If a modeler passes off their work to a game dev team, it can easily convert from quads to tris. A game doesn't work with quads because gpus work with triangles. They do that because rendering a triangle is just faster. Because of the properties of a quadrilateral, conversion is made simple. Once there, the programmer can use trigonometry in order to apply transformations between world space, object space, view space, and projection space. Also, after conversion, if needed, the dev team is also able to modify the amount of vertices rendered easily(LOD) to increase performance.
Just work with quads, bro