Today I tried to chat with some professors about how I've seen a lot of industry pros use Ngons in their hardsurface workflows. To my surprise, they blew up on me about it. I was told that no amount of evidence that I "thought" I had would make using Ngons an acceptable practice in the film or game industry. A short scolding later, and I was surfing polycount's Technical Talk threads finding examples, posted by active professionals.
We've all had experiences like this. You were taught in Uni that Ngons are literally satan incarnate, and that if you ever used them that your purity was forever stained and no one would ever hire you, or love you. You were told that no professional on earth uses Ngons because they are sloppy, and they were ugly, and that if you ever showed them in your portfolio you could kiss your career goodbye.
But we know that is not the full story, there's more to it than that. We know that while in most instances quads are desirable, Ngons are a useful tool in places that quads just produce bad results, or just simply increase your workload trying to solve. Ngons are misunderstood, and have their uses, and this hatred and phobia of them needs to stop.
Let's see if we can convince a few educators with a sheer wall of overwhelming evidence and testimony.
Hard surface modelers, industry veterans. Take a stand against half truths today. Share your experience with ngons, and how you've used them in your career; show us work from your portfolio, games you've shipped with your ngon-riddled workflow, and potentially some examples of how they are useful.