Hey guys, i started a week ago learn 3d, i already know that ngons are bad, and you have to use quads. So i saw sometimes mesh from other artist, and i see this happening a lot.
1. How do they do that, is just combine objects or is made by using booleans like in maya?
2. Would that work fine in a game, wouldn't messe with texture or something?
That's it, thanks!
Replies
And yes, it's fine for a game.
Ngons can be bad, but they're also an essential part of modeling.
Quads can be great, but it's madness to refuse to use tris.
As for the image: much of that is just separate objects.
When you export your models for a game engine, your mesh is triangluated, so you won't have any Ngons in game. Ngons are helpful when modeling though.
Here's an example of when I use Ngons. If I want to add a bevel and/or edge loops, to a booleaned hole, I usually start with something like this.
Selecting the edge loop and beveling produces nice clean topology.
This is what happens if I were to bevel with a triangulated/quad mesh. The topology is a mess and can be a pain to clean up.
@DRoss3d
Gosh, that's helps me a lot, i though that i had to make everything in quads or tris, to export to a game engine and be converted to tris.
Thank you!
Here's what it looks like in Maya and 3ds Max
@CrimDa The amount of software that doesn't support Ngons has to be pretty minimal at this point, right? I mean, unless you model in Wings3D. And as Dross3d already mentioned, when exporting for baking or to the engine, you'd triangulate anyway.