• Need some confirmation over what I've read online about N-gons/tris
    4 replies, posted
If anyone could contribute answers, that would be awesome. I couldn't really find definite answers after searching online, and my own experience differs. I'm an illustrator pretty much completely new to 3D modeling and need to squash some misconceptions I might have before I continue with Blender. Q: Is it generally recommended to keep only quads in my work? N-gons and tris seem to be difficult to work with, so it seems to be mostly a workflow kind of thing. But given I'll be making all my own work (Characters, weapons, enviros etc.) I need to make sure I'm working with the right workflow as to not hurt my work later. Modifiers like subsurf clearly only work with things like quads in any reliable fashion. Things like loop cuts and booleans also play a lot nicer with quads as well, so should I just completely leave tris and N-gons out of my work if possible?
Short answer. Yes. It's common and recommended to model with quads.
Skip to 9:30 https://www.youtube.com/watch?v=WxMwa0njGSM&feature=youtu.be&t=9m28s He explained it perfectly. Basicaly you want to work with quads because its hard to work with tris or Ngons, and 3D software knows how to work properly with quads. If you export your model to to a format for use in a game, it gets automaticaly converted to triangles, because game engines use triangles instead of quads. Stick with quads, unless you need to use an Ngon somewhere (eq. to close a mesh in the bottom where you cant't see it and it does not make problems with the mesh) If you are starting with Blender, I would recommend to watch Blender Guru's tutorials, he is good at explaining what he does and why he does it in a certain way, explains common mistakes, good stuff.
I'd recommend generally sticking with quads until you develop an intuition for how things work since it depends heavily on context and what you're using the model for. If it has to be animated you'll probably have to start using a mix to get it to deform properly, if it'll be subdivided there are some uses for ngons Polycount to Professors but the big thing that'll ruin your model is wildly changing the density of the topology on smooth surfaces which triangles often end up doing.
I've actually watched his entire series for beginners, as well as the anvil tutorials already. Super informative. I wanted a more "community" perspective on the idea of using just quads. Seems the general consensus is to do so, so that's what I'll stick with.
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