Arnald: delete the offending cap area and either: •Change to subobject level 3 for borders, select the hole border. Click "fill hole" in the Edit Poly rollout. •Apply a fill hole modifier Then a "turn to poly" modifier with the max sides set to 4.
"is it bad" As long as the surface is flat (planar) bordered by control loops, ngons and/or triangles will usually cast no shading artifacts once subdivided or turbosmoothed. However personally as a game vehicle artist, I would fan the corners:
In Max you can use create in subobject mode "poly" to click the verts to make a new poly, or you can select X + Y edges where each is a contiguous strip that doesn't touch the other and use "bridge" to fill the gap with polygons, or in subobject mode "border" you can select a border and use cap to fill it with polies.…
You could just create a simple plane, add enough subdivisions to it and extrude the border edges down. Then you form a nice shape for the lowpoly and collapse the edges that you don´t need to hold shape.
@IronLover64 If you're working off the reference image? then there appears to be a distinct hard edged border rather than a smooth transition between the two adjoining regions so I'd suggest modeling that shape as a separate object.
Do you guys knows any tips on how to model correctly a piece like this? Mean perfect quad geometry; don't want to use a lot of lines to make the top border more thin. thnks in adv