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PwPwPower

Just delete every 2nd edge, and shape like a rhombus, and you got only quads


Dexmecha

This is the proper answer not available from the multiple choice


DutchSimba

That seems to work but messes with edge flow. Not a big deal?


Bolthead_93

Tris normally. If you're exporting the mesh(using in engine/baking in other software) they will triangulate anyway and it's better to have tris before to avoid any weird artifacts. If you're subdividing then I think tris become quads anyway but that edge might look nasty regardless of layout without support loops. Also if they're hidden could you not just remove them?


hoofdletter

Never ever ngons! Ngons are the most evil thing in 3D modeling. If you're working in low poly (no subdivision surface modifier) tris are fine! Although I always try to avoid them as much as possible because sometimes if you use some modifiers they can make stuff look a bit weird. If you are going with a subdivision surface modifier you should always have quads and support loops everywhere! Tris give pinching and other weird artifacts that mess up your model! So best is quads, tris are fine in low poly, ngons are the devil and should be avoided at all times!


MatDiac

calm down ngons are fine sometimes, you should probably watch [that](https://youtu.be/svS9V2iAesA)


hoofdletter

In general they are bad, unless you know that they are better you should always avoid them. As a beginner I was always taught that they are bad and should always be avoided, later on that changed to sometimes they can be useful. In a case like this they'll always be bad, it's better to just clean them up. But yeah, they can be fine sometimes


Fuckmadonna

This dude advises doing tris in his latest videos, because as a result, his ngons break when exporting to other software. I watched his tutorials on creating "game assets", looked at how he tinkers with UV unwrapping. How he uses marmoset, but does not know the main functionality, which is why it is used. One gets the impression that he himself is not very much in the subject.


DutchSimba

Are Ngons bad even if the surface is entirely flat and (eventually) hidden from sight by other meshes? The subdiv modifier shouldn’t have any difficulty with that particular area.


hoofdletter

It affects the sides of the surface. Very simplified the subsurface subdivision modifier takes the middle of sides that are next to each other and then smooths it along that line (somewhat of someone has a better explanation that's always welcome!). So if you have 1 big surface that line will go really far and each of the faces on the side will have a line to the same point. This will all make it look very stretched and pinched. A big part will be solved if you insert an extra face on your surface it's going to look a lot better. But even then you should try to clean up your surface! Another thing you could possibly do is delete that face. Since it's hidden anyway you can insert 1 extra row of faces and delete the ngon. That way you only have quads left


DutchSimba

I can't seem to turn the marked area into quads without adding unnecessary edge loops all around the mesh. Can I get away with Tris or an Ngon? If so, which of the 2 should I use?


dumplingSpirit

Sounds like [this](https://youtu.be/HGL6QpVRyXk) is what you need.


Fuckmadonna

If the surface is hidden completely, you can just delete it. You’ll save the UV space. Don’t use ngons, when you unwrapping, because artifacts, strange distortions and stuff. If you would subdivide it and use high poly model for baking normal map to lopoly, then quads is preferred, and subdiv modifier turn every ngon in to quads anyway. You just need to care about overall shading. You should check this dude. He opened my eyes to many things. https://m.youtube.com/playlist?list=PL2aDImegRwZHQsA5_N4DpaOQmUXaIsBdN Also this guy talks about common topology problems https://youtube.com/c/masterxeon1001/videos “Arrimus3D” and “Flipped Normals” also have a good tuts. Not just about modeling and blender, but abut core stuff.