I think the best option for blender is to make tools treat co-planer groups of faces AS NGONS- Without addibng any extra data.
In face select mode I managed to add "Sel Same Co-Planer" - Checkout the Sel Same script in 2.34, things like his could effectly removwe the need for NGons.
That's fine, if all you want is for your architecture designs to look clean and spiffy, but that's not mainly what n-gons are about(although I'd be happy with this as a start). N-gons, for me, make it easier to plan my mesh while modeling, whereas blender leaves me with a bunch of edges where I don't need any, and which only complicate things further down the line.
I dunno, but from that last article I understand it's better to avoid ngons and keep to quads as much as possible.
As much as possible, yes. But as commented by mr. Dave Black at cgTalk:
Sometimes, N-gons can give an effect that is prefered. Some joints work well with ngons.
http://www.cgtalk.com/showthread.php?t= ... ght=n-gons
Please, if you will, read the whole thread:)
I understand the UV-mapping issue, and Ideasman's idea sounds swell for now. I just don't like the "n-gons suck anyway" attitude, because it's all what you make of it, ok?
And as JamChild over at nevercenter.com(silo) puts it, regarding theier new slide-tool:
Sure enough, several shapes and tweaks that were hard to do before are now quite easy. It always turns out that way when we implement something people have been asking for a lot.
Duh!;)
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.