Since this is a topic about n-gons, can someone tell me which topology is best (for games)? A: 37 Polygons, 70 Triangles, 37 Verts B: 26 Polygons, 68 Triangles, 36 verts C: 32 Polygons, 68 Triangles, 36 verts D: 35 Polygons, 68 Triangles, 32 verts
Ha, silly EQ read that quote again. I end with the first thing that you start with. As in you don't need to count past 4. If it's pointless for how you need to describe it, then calling it an ngon is fine. If you need to be more descriptive then use something else like 20-gon, 20 sided polygon or icosagon if you're a…
n-gon is undefined triangles. in max I can spin hidden triangles inside ngons(and polygon) if needed. pretty useful for shaping landscape quickly without sculp tool sometimes uv Quickpeel doesnt want to calculate n-gon properly, so I have to turn it into triangles or quads. for zbrush , n-gon will be turned into tris or…
A ngon is a polygon, with a number of sides that is hard to determine. A 5 sided polygon is a hexagon but if you have trouble counting above 4 you can call it a ngon, just like a octagon is a ngon. The n in ngon is technically a variable. n could equal 3 or 3 million. 3-gon, 4-gon, 5-gon, ngon. After about 5 sides you just…
Ok I have 100% quad topology, am I doing it right? Seriously though I've noticed that people seem to prioritize quad meshes over everything else, as if it is the most important aspect of acheiving "good topology" which no concern for edge loops or distribution of geometry. Even on low poly models. It's easy to find people…
Lol Mark, this is a pretty tangential rant. There's another equally plausible situation: "There is no need to count the number of sides", because the computer does that for me, and/or because it has no relevance in most situations. Modo doesn't crash if I create a 13 sided face instead of a pentagon. The reason n-gon for…
B is generally going to give you the most reliable baking behaivor, which is why I favor it. The max area thing, I won't argue that using large polygons like that is technically a little faster or more efficient, however, doing benchmarks with a bajjillion cylinder caps triangulated in that way is simply not anything close…
lowpoly meshes are something entirely different, and i agree you should triangulate them, but quad only for lowpoly makes even less sense than for highpoly, as in engine all will be tris. don't make it a rule! 5sides ngons can work great or can be horrible. Any N-Sided polygon with more than 5 sides can easily be cleaned…
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…
I think this is the problem. In all my school programs I've been in, I've never been taught edge loops. We're always told to just "maintain quads" and avoid "n-gons." The rest of the course was just modeling different objects every day with a goal of "efficiency" and "different tools". I have to look on Polycount wiki when…