Why are ngons and triangles so bad?

Why are ngons and triangles so bad?

Ngons typically cause a lot of issues when deforming the model. If your model is going to be passed down the pipeline to be rigged and animated, then a quad-based topology is a must. Triangles can also cause this issue. While triangles are a little more lenient and not as bad as ngons, they still can cause some issue at animation time.

Is there a limit to the number of ngons?

There is no limit to the number of points or sides an Ngon can have. 3d modelling can be a very technical task and there are a lot of methods that can be used to achieve the same result, as such there are a wide array of solutions to the same problems. This is one reason why there is much debate as to which method is correct.

What makes up the face of a Ngon?

An ngon is a face or polygon that is made up of five or more sides or edges connected by five or more vertices. Anything over a quad (4 sides) is considered an ngon.

What’s the difference between a quad and a Ngon?

Quads: As you would expect consists of 4 vertices with edges connecting them. A quad does not have to be an exact square or rectangle provided it has 4 vertices its a quad. Ngon: This is a shape that has more than 4 vertices. There is no limit to the number of points or sides an Ngon can have.

Is it OK to use ngons in animation?

Topology for animation relies on proper edge flow, and thus ngons are a big no-no if the mesh is supposed to be bent or deformed in any other way. A grid-like topology (left) and a mesh with ngons (right). 5. Interoperability

What to do about ngons in 3D modeling?

As for smooth shading errors in relation to ngons, controlling smooth shading by marking edges sharp often does the trick. Marking edges sharp means telling 3d modeling application to stop trying to smooth out the connection between two surfaces based on their normals. Marking edges sharp in Blender.