Hi everyone,
I wanted to know if triangles and 4+ sided vertices are acceptable in modeling environment assets (props)?
I know 4+ sided verts are a nightmare in rigging characters but if I'm connecting another object to my main object (Cylinder for example) without pipeshoving, If while using the multicut tool I connect 5+ edges to one vert, is that acceptable?
Also Are triangles acceptable? I know game engines convert quads to tris anyway but clarification would be really helpful.
Thanks!
Replies
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-18FC1E1C-226F-426B-B550-6BAA07C3FFE3-htm.html
A well placed n-gon can act like a center hub in a train yard.
Maya has this also but it's mostly useless, because it will enforce tri-striping from lower left to upper right if you make any changes or move a vert around.
https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-97AC9716-FC94-4ABA-B64D-D660183C6AD4-htm.html
Also, edge loops tend to add several extra quads so I always feel tempted to just to avoid edge loops and just making tries connecting to certain verts via the multicut tool. I'm not sure if employers would consider that as clean topology if I have triangles around to slip ngons.
My other question is if I 4+ sided vertex, would that be considered clean topology?
For example, If I booleaned a cylinder through an already fairly complex object and connected several of the verts from the booleaned hole to say the top left and top right corner creating a vert that as 5-8 (Maybe more) edges coming out of it, is that acceptable?
Clean topology to me means:
- fairly even triangle spacing with no ultra long, thin, triangles or necessary small triangles
- no overlapping triangles that cause bad smoothing
- triangle fans are avoided and geometry is setup for optimal tri-stripping
- geometry is setup in a way that supports efficient UV mapping
- geometry is setup in a way that supports a good normal map bake.
It's easier for a beginner to see mistakes in topology if you don't use n-gons. If you have the same amount of modeling experience as Mark Dygert then N-gons might be something that's ok to use.However, when prepping to export a final assets to game, it's common practice to convert n-gons to quads/tris, just to make sure the exporter (or importer) doesn't make a mess of it.
There is little logical reason to avoid triangles either. I mean, you shouldn't build your entire mesh out of triangles, but some surfaces are best suited to triangles and sticking to quads because of some dogma isn't helpful.
https://en.wikipedia.org/wiki/Triangle_strip
EarthQuake said: If you want to temporarily create n-gons that's fine. But as you say, when you export it, you should check that they are ok.
The problem is that explaining the exact use case for n-gons in every situation isn't something you can fit into a forum post. It's much easier to create a tool that checks if you have n-gons and alerts the artist than it is to address every 'ok' use case for n-gons.
Maybe we should have a sticky called "when can I use n-gons" ?