Now, I'm fairly fresh in modelling, and I haven't really managed to find any reasons to why N-gons are bad besides wonky stretching, yet I stumble upon them very very often (such as beveled corners, picture related).If anyone could educate my inept ass on either why N-gons are bad and why I shouldn't use them, or if there are acceptable uses of them, that would be just lovely.
>oh look it's this thread againWonky stretching, bad shading, bad deformations, bad practice.Take your pick.
>>540961I'm content with the shading answer. Having a reason to avoid it is sufficient motivation.
>>540960Subdivide the mesh. If it pinches then it's bad if it's on a flat surface and it wont be animated then it's fine, so are triangles.
>>540963This. >>540961Misleading information, except for bad practice. But if it saves you a bunch of time making ngons on flat surfaces, use them if time is important.
>>540960Will also cause problems when bent in animation and will fuck up your rendersNever go ngon