THE N-GONS PROJECT

Compiling, libraries, modules, coding guidelines and porting

Moderators: jesterKing, stiv

Azrael
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Joined: Fri Jul 22, 2005 3:46 am
Location: Stouffville, Ontario -- Canada
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Post by Azrael » Fri Aug 03, 2007 12:21 am

I don't like carefully cutting my mesh up finding it has some weird huge ngons afterwards that disrupt flow, or verts moved very closely to each other and you get weird shading artifacts or somthing. it''s a pain when you've aligned your original verts and can't really determine which ones were original and which were newly created.
I've modeled complex characters in both blender and other packages that allow NGONS. Cleaning up tris that were being created was slowing down the process more so then having to clean up an NGON.

Perfect example here:
Image

garphik
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Joined: Sat Jun 11, 2005 6:37 pm

Post by garphik » Fri Aug 03, 2007 1:38 pm

NGons are good, but faked ones can be a headache when we are to use some smoothing on the mesh.
NGons need to spread the triangle density when subdiv, or they need to be subdivided in constrained mode.

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