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File: ngon.png (19 KB, 824x620)
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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 again
Wonky stretching, bad shading, bad deformations, bad practice.
Take your pick.
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>>540961
I'm content with the shading answer. Having a reason to avoid it is sufficient motivation.
>>
>>540960

Subdivide 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.
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>>540963
This.

>>540961
Misleading 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.
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>>540960
Will also cause problems when bent in animation and will fuck up your renders

Never go ngon



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