Hello Polycount
As probably many of you since the day I've been learning to do 3D I was always told 'remember Ngons are bad, never use them" and I kept to this rule till now. So I'm mid way through the
Ultimate Weapon Tutorial by Tim Bergholz and in his workflow I've noticed he uses quite number of ngons. So I'm trying to get my head around it, he makes a game ready AKM and uses ngons in some places.
So my question is, are ngons not that bad as we think and if yes what's the proper use of them ?
Replies
Out of curiosity ... who told you that ?
Experiment. It really depends on what you're making and where it is going.
Be mindful of how the triangulation flows and how it will deform if it is a mesh to be skinned and will be bending. I see them get used a lot to terminate loops.
If you're a 3dsmax user know that non-visible edges, that aren't defined, could get re tri-striped on import into other programs and engines leading to normal map seams and poor deformation. But there are a lot of ways to get around that and most Max users find it to be an asset not a detriment. Other programs that force edge flow and triangle striping can be hard to get edges to flow in opposite directions without making the edges visible. Max at least lets you work with them still as quads.
Heard it multiple times by other 3D people around me and from many videos that were suppose to introduce me into 3D.
Thank you very much guys for clarification, I can now see how to take advantage of them and speed up my workflow.