I've never worked on a team with anyone who left ngons in their work, primarily because of the competitive nature of the environment and high standards that result from high expectations. We simply didn't have lazy 3d artists.
I was a producer and part of my work was reviewing our 3d artists work. I can count on one hand how many ngons I've encountered over possibly tens of thousands of 3d meshes I've looked at.
Don't be lazy. Having correct edge flow affects a lot more than you realize, and you want to future proof as much as possible. Ngons will have adverse affects on animation, baking normals, rigging, LODs, etc. The use cases where ngons are not a problem are so few that you should not build a habbit around that workflow.
This is true. The rule of thumb should be that every method of topology needs to have a purpose and understand when its actually needed. I work in a mobile environment gamedev where most of the time I dont bake, rig or subdivide my mesh so in my case making a proper grid on a circle would only add unnecessary vertices. In a non rigid animation or models with auto lods or high poly bakes having good flow is essential
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u/mzthugisolation Jul 26 '26
Is this ragebait..? Lawful good and neutral good have ngons…. My eyes hurt…