Like I said , My preference from techniques I have learned and been teached over the years to get a cleaner looking topology ,Why would turning each quad manually into tris be good? Seems like a lot of work for something that would not make any visible difference (that I know of?).
Adding Tri to quads does not effect the polycount at all on any objects ,Don't get me wrong, I really appreciate feedback from experienced modellers like yourself, but I just don't see the benefit. I'd be glad to make changes if I understand why its better.
So you add the modifier and look it over. If any part looks strange fix it manually. If it all looks fine then leave it. Still no need in my opinion to do it all manually. And never once have I ever seen anyone suggest modeling in tris before.I guess the advantage is that by triangulating manually, you get full control over the topology, rather than being at the mercy of software quad -> tri conversion.
Not talking about modelling in Tri ,So you add the modifier and look it over. If any part looks strange fix it manually. If it all looks fine then leave it. Still no need in my opinion to do it all manually. And never once have I ever seen anyone suggest modeling in tris before.
Doing it symmetrically in those |\/| situations (instead of just having a 5-gon) helps the 3d editor calculate normals symmetrically while also triangulating it right, yes you can leave it up to the program but it'll sometimes decide to make the 4 outer vertices a quad and then a degenerate triangle connecting the bottom 3. Or connect it like |//| which also doesn't look as nice.
You want the version where both edges are convex but the Blender triangulation algorithm doesn't know that and happens to choose a mirror version of the 'ok' one. (I could tell by rotating the camera around; flat shading just does the average of the face's normals or something)
Agreed the original post didn't make much sense to me. Thanks for the post Stereo.Thanks, this makes sense now. I didn't really get the point before
Yes blurred rims are a pain in the ass, wish it would use real motion blur.. anyway, you nailed it! make sure to add some kind of geometry between the blurred part and the brake disc otherwise it looks odd (once you get to that point, that is).