So if I model a mesh like this:
It exports the triangles out like this:
It creates a few unnecessary triangles.
I'd like it to be more like this:
Notice how there are less unnecessary triangles by just altering the topology a little. This means less triangles for the renderer, as well as less triangles for any physics per triangle collision being done.
Is this something typically worth worrying about? I've never heard anyone mention this kind of thing when modeling static meshes. Are there any ways to make this automatically happen in 3DS max? I can probably manually detach vertices on some of the faces and ensure that 3DS max triangulates the faces how I'd want, but that may backfire later when I edit the mesh again and my topology is now all messed up.