Are Ngons okay to use if they are just gaps?
Trying to model stuff with few polygons, and filling the gap with quads/tris would just add more shit.
>and filling the gap with quads/tris would just add more shit.
It would not, a N-gon already consists of triangles. Just that the software decided where to put them instead of yourself.
Same as a quad existing of 2 triangles. Do not confuse face-count and tri-count. While polycount technically means face-count, what everyone means by it is the number of triangles on a mesh.
The lines you see on a editable object is called isolines and it's there just for your convenience as a human editor. Your hardware still process the mesh as the collection of triangles it really is.
depends if you want to later subdivide
For maximum low poly (as in, cellphone games and deliberate pieces of lowpoly art) you should model triangles, for everything else you should quad (which you can go back and design a low poly triangle model from)
Read and understand >>509045's post because it's very good, it's all about the triangles
I'm modeling in Cinema 4D, though, and there doesn't seem to be any option to see how many triangles a model consists of. It doesn't seem to mention faces or triangles anywhere, only "polygons", which puts quads and triangles in the same category. It does tell me how many Ngons a model has, though I seem to have to find them myself.
>there doesn't seem to be any option to see how many triangles a model consists of.
that can't be true, what kind of shit program doesn't do basic fucking statistics?
I'm not helping anymore. figure this shit out for yourself from now on.