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.
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.
11 Comments
No they aren't.
https://en.wikipedia.org/wiki/Betteridge%27s_law_of_headlines
You know who liked provocative headlines? HITL—oh crap, Godwin's law...
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.
I rarely use them tbh. When Subsurf or other mods are added the results are usually awful. Quads all the way! :P
The question should be, why do we need to clean our meshes? And, is booleans suitable for subdiv modelling?
The answer is yes for both.
https://www.youtube.com/watch?v=xMfDoP5apPw
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.
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.
> there are few if any people amongst them able to program
Or able to design for that matter.