Triangles can also be useful when modeling SubD. Great example here on the Modo Forums by Son Kim to achieve slightly better smoothing: http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=26239
Well i readed this: He starts with a "circle" of 48 edges and he increases the vertex count via tessellation. What i read is the impact of perfomance of the shader with one method of triangulation for a mesh with circular shapes. This is also dependant of the algorithm as far as i know. A cylinder with 16 sides or 32 won't…
Wow, this thread got technical! Back to OP, I think your instructors just want people to start with creating clean geo the good old fashioned way. If they just tell all students that ngons are ok, people will definitely create some ugly meshes. If you know what you're doing, clearly they are fine. I have come up from very…
This is not necessarily true. I'm working on a character that I could, in theory, just Zremesh and then worry about topology once I get to the low-poly. The problem with using this method is that I don't always the have polygon density, edge flow, or general overall layout that I want/need to get the cleanest results…
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…
While polycount is about games stuff, I'd still like to make a few notes. Disclaimer: I'm the character modeling lead at Digic and we build assets for CG, using subdivision at render time, so a lot of this is probably irrelevant to games today but might become important in a few years. As others have already mentioned,…
I have been using n-gons since i started doing 3D in 1996. In my blog, in my tutorials, you can see too many examples/tips of how useful are pentagons and triangles in subdiv models. Of course, the use of pentagons and triangles in subdivision models are dependant of the flow of curves/edges. There are some basic rules to…