Most of the models I’ve seen using n-gons have messy topology. It’s especially bad with people new to modelling. I guess experience will vary as with most things. But on the other hand I have done house modelling in the past and I did find it to be more work without n-gons so it’s just a case of which is the least problematic.
You can sort of choose not to use them in a way so that would favor n-gons but in Maya, I’ve found on occasions that I’ve meant to use a quad and there was a hidden edge somewhere and it generated an n-gon, which caused strange artifacts. Blender would have given me an error saying it couldn’t make the face. That occurance is rare of course so for the added efficiency at certain types of modelling, it should be fine.
My main objection to them has really arisen from maya’s modelling. For example, trying to delete edges and faces, it throws up so many errors. Blender is so easy to work with. That was likely just Maya’s implementation rather than n-gons themselves - the video shows that it should be just as easy as Blender is now.
BTW, how does face loop and edge loop selection/adding/removing work with an n-gon?
Also, am I the only one who still misses the edge/face loop selection line? We used to have a blue line or something that would highlight the loops as you dragged over the mesh. I found that really useful as you could see at a glance what you were about to select and it also gave you an idea about how your loops were.
That is true but there are times when choices made by developers force more efficient and generally better workflows. One example is having Blender’s hotkeys hardcoded. To someone who prefers different hotkeys, it can be a pain but the advantages are that people remember them and everyone knows the same set.
Indeed, that example looks very nice.
OMG, Briggs are you Zarf? You have his old avatar on your site.