Okay, :lol:
Let me illustrate what I mean :)
This is an example of wasted polys, see the big blue arrows, they point at edges&verts that are not needed to give shape to this cylinder.
http://i129.photobucket.com/albums/p214/Quanon/BADCY.jpg)
This picture is better, its still the same cylinder but cleanded up.
http://i129.photobucket.com/albums/p214/Quanon/GOODCY.jpg)
Here I've used some extra edges (3)to give sort of "bump" in my cylinder, its still crude, sharp, not very smooth.
http://i129.photobucket.com/albums/p214/Quanon/HOOKCY.jpg)
But here I used chamfer on all the 3 the edges, this makes the bump far more "smooth". Here its justicefied to use lots of edges, its for a detail and we want it to look OK.
http://i129.photobucket.com/albums/p214/Quanon/CHAMFCY.jpg)
You might think its still a bit sharp, but when you render, you'll see that the smoothing groups do a fairly nice job. They can't do magic like turbo smooth. But its good enough for K1 & TSL.
http://i129.photobucket.com/albums/p214/Quanon/RENDCY.jpg)
Now you don't have to become a poly-nazi, just try to keep it a bit in mind while you work ;)
About the Quads and Tri's, look again at picture 1.
You can see there that the cylinder is build out of many Rectangles.
Their made out of 4 verts ( 4 = Quad, hence Quads )
Though to make these rectangles we actually need 2 triangles ( dot red line).
What happens when you export and compile is that your quads get cut in 2 to form triangles.
Its a bit confusing, Editable Mesh works still with Tri's ( both K1 & TSL work with Meshes), Editable Poly hides its tri's.
Anyway, Turbo Smooth works best with Quads, tri's give odd results :)