Is there a good reason for a mesh to contain 'extra' triangles

Hi,

I’ve noticed that some assets have more triangles than are perhaps strictly necessary. If you look at the building below you’ll see the brickwork is made up of 4 triangles, but could theoretically be made from just one. Also, the side of the roof is made up from 16 triangles - again this could perhaps be done with 2.

1406650--73246--$Screen Shot 2013-11-04 at 10.42.35.png

Clearly saving 17 triangles across a whole scene isn’t worth the effort, but reducing 20 triangles to 3 is a saving of 85% - apply that across the whole scene and it’s more worthwhile.

But it might be that these extra triangles ensure that the model has triangles of roughly equal size - which perhaps helps with lightmapping? I’ve no idea - I’m just making things up now! I’m hoping someone can school me on why this might be.

ps I’m not here to criticise the artists work. This building is from a set, all of which look great. I’m just trying to improve my understanding of trade-offs when modelling.

This kind of modelling is especially needed when texture atlases are used. With texture atlases it is not possible to use the tiling of the material. The consequence of it is, that the tiling needs to be modeled out.
What you are showing in the picture is either that or weak modelling. I am not sure, because I don’t have the model.

Ahhh thanks Dantus. Yes that makes perfect sense.