0
\$\begingroup\$

Many tutorials I have watched say that everything should be made in 'quads' (ie. no triangles, and no ngons).

I think this is mainly due to getting into this habit so that if I make a complex model, eg. a rigged character face, then there won't be any animation issues like model warping or bad occlusions/shadows/etc. (please do correct me if this is wrong, its just what I've gathered from many videos and some books).

So I tasked myself with making a Glock handgun, thinking this boxy shape might be a good starter project. I noticed the corners of the top piece are curved/beveled, so I beveled it on my model.

This is where I got my first problem though, the bevel process created about 3 new vertices on each corner I applied it to, but then this leaves the side of the piece with more than 4 edges (see picture):

Image of Glock model

In the pic you can see I highlighted one of the small 'edges' the bevel created. So now I can count something like 12 edges in total surrounding that side part.

Is that an ngon? Will it matter? And if its not OK, how should I do it?

\$\endgroup\$
1
\$\begingroup\$

Is that an ngon?

It is a polygon with more than 4 sides, so yes, by definition, it is an ngon in this sense.

Will it matter?

Probably not.

As you say, non-quad faces can be troublesome when applying smooth deforming animations, but this is a rigid object that won't need to deform in that way.

Non-quads can also cause trouble if you want to apply subdivision modifiers to smooth an initial control mesh, or to apply surface sculpting & high-res detail through something like Z-Brush/Mudbox. But that doesn't seem to be part of the workflow you have planned for this object.

In gamedev, the most surefire way to know if something is a problem is to try it and see what goes wrong. If nothing's gone wrong yet, then it might very well be good enough for your purposes. ;)

And if its not OK, how should I do it?

Finding a good edge flow for quads on a mesh that needs animation or subdivision is an art form in itself. An artist-focused site like Polycount might be a better place to get detailed guidance on this front. Check out their forum posts about edge flow, and hard surface topology

\$\endgroup\$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.