Im guessing it’s a fake n-gon? What are the differences, it looks like it does the same thing. :-?
fake ngons merely combine several actual faces in things that show up to you as a single face
they don’t do anything fancy or particularly useful.
So basically its just tricking me, visually into thinking its a real ngon?
…lame…
“real n-gon”
rofl… EVERYTHING is tricking you into N-gons, because they can’t exist unless you are modeling in N dimensions.
Everything boils down to Triangles, because we are in 3d and 3 points are the only # of points that can define a 3d plane(unless the 4th+ are coplaner to those 3).
Quad’s are only around because they simplify some Subdivision Calculations and whatnot, but it bugs me when people complain about not having “true” n-gons, when in reality any program that HAS n-gons are really just using some fancy math to get triangles out of them, because if not then it wouldn’t be able to render.
So ultimately we are all dealing with triangles(and quads which are 2 triangles but the math is a bit simpler to split)… anything else is just suger coating the truth…
I don’t really care as a user how it splits it up to triangles. What I do care about is that I don’t wanna see edges all over the place. If I take a box in a certain polygon modeller and cut it’s top face to two halves. I’ll have a cut there and two faces made of 5 vertexes on the side. If I move one of those vertexes, I’ll see a smooth mesh.
If I do the same in Blender, I get triangles on the sides and I have to do a lot of work to get rid of them, because if I just simply move the same point, I get and edge cutting into the mesh. In this case it’s not that hard, since I can just leave the triangle on the other side and merge the ones on the desired vertex’s side, however in a real modelling situation it’s always a puzzle and not an easy one. So I really hope the great developers come up with something.
like ngons?
[try wings3d… ngons are fun]
My understanding is that fgons are more cosmetic. After your geom is more or less finished, you can combine faces, making an fgon, to make your geometry/mesh appear cleaner.
Ngons are most handy during mesh construction… an example might be combining several faces to reconstruct your polygon flow, instead of sitting there spinning edges and making cuts in single faces, recombining faces… just delete a chunk of edges and knife in what you actually want. Most modelers I know don’t care much for ngons as a final result, in general they adhere to the all quads or quads and tris rule but they are exceptionally useful in the creative process.