
Originally Posted by
PuFu
While i will not comment on O2 workflow and tools, i will put my technical 2 cents:
1. faces are polygons. No matter what are the number of edges that define those.
In general, in the modelling area, faces are called:
a. quads - 4 edged polygon
b. tris - 3 edged polygon
c. ngons - N faced polygon, where N > 4
more on the subject:
DX only uses triangles. Reason is, it is easier to calculate and thus handle. All quads are made of 2 triangles. Even if you want to keep faces a quads, the hidden edge dividing the quad into tris is still gonna be taken into account (hence for most RT engines - games included - it doesn't matter the number of quads, but the number of tris).
Some advise to optimize your model prior to game usage into triagles. I personally would say you can keep quads as long as you take care of the way the tris making those quads are setup. (most 3d packages are allowing you to set the way the triangles are set within the the quads).
2. Quads are not planar surfaces. Or not mandatory.
Example (click for bigger):
The above shows the same duplicated quad (same vertices etc).
As you can see top left corner, there are 2 polygons, and only 8 edges, and not 10 as it should be.
That said, you can see there are 4 tris. The only difference is how the dividing edge is set up (the dotted edge in the above image, shown here for this very purpose - usually not).
I hope the above clears some things, and some O2 user can help you out with the tools available for modelling there.