It looks like you're using an ad blocker! I really need the income to keep this site running.
If you enjoy BlenderNation and you think it’s a valuable resource to the Blender community, please take a moment to read how you can support BlenderNation.

Are NGons Evil?

11

jayanam writes:

In this video I show some hard surface techniques and I come up with the question if ngons are to be avoided in general.

About Author

My name is Matthias from jayanam and we are recording gamedev tutorials for our youtube channel. We are also creating models and games using Blender, Unity, Krita and other applications.

11 Comments

  1. Genrally speaking, NGons are mainly bad when you want to use the Subsurf Modifier. Maybe in the future, Blender will have a limitation method added to it...That would be great.

    @Michael H That law only works with yes/no questions of course. Consider an article with the headline "Who's Alice?" for instance. But this doesn't have anything to do with NGons and I think in this case the writer just wanted to start a discussion, not try to sell a story that is not true, or something like that;)

    • No, at least not in the case of Catmull-Clark subdivision surfaces. You do need to know how polygons are subdivided however(the result will be a vertex at the center of the face connected to the midpoints of control/cage edges).

      In other words: If you know how they subdivide you can model a fairly simple cage that produces the subdivision surface that has the actual edge-loop structure that defines the final structure of the mesh.

  2. As always, Matthias has given us a very nice Blender tip. Blender have A LOT of resources, and it's important to address them in tutorials, otherwise they remain unused for most users.

  3. Well, at the very least I've never heard of the auto smooth, so that'll definitely be a big help. Kind of seems like something that should be right next to the smooth shading option in the T menu toolbar.

    • Blenders interface is full of irrational inconsistencies. Sadly even though a UI team consisting of actual blender users has been established there are few if any people amongst them able to program far as I know thus progress is unsurprisingly slow. What complicates it even further is that every change to the UI means an appropriate change has to be made to documentation, too.

Leave A Reply

To add a profile picture to your message, register your email address with Gravatar.com. To protect your email address, create an account on BlenderNation and log in when posting a message.