How is this achieved?

Often while browsing the internet to find 3d modeling tutorials, I see tutorials done mainly in Max and Maya, where there is a face that has many more than 3 or 4 verts. See the following picture as an example:

<a href=“” target="_blank"><img src=“” border=“0” alt=“Photo of Multiple sided faces”></a>

My question is: Is this an NGON, or is this just a bunch of quads that only appear to be a single face? Because if I make that same model in Blender, that particular piece is going to be really poly heavy, and difficult to work with. I don’t know how to do this in Blender any other way.

Anybody have any insight on this? I’ve never used Max or Maya, but I’d love to make to make modeling a complex object like this look so easy.

It’s an NGON. It seems that when you start box modeling and try to get proper edge loop topology, Ngons are helpful in the transition from one to the other. Blender users get around the “limitation” of not having ngons by building in proper edge loops from the beginning.

There is a thread around, Subdivision modeling, I think it’s called, that goes into detail about how to do strict quad modeling, what to do with the poles, how to keep the poly count down, etc.

It’s actually a sticky at the top of the modeling forum - Poles and Loops

Thanks Obi_Ron. I’ve actually already read the Poles and Loops Sticky several times. I understand how poles and loops work, I was just kind of wondering why it looked so easy to make things like that in Maya and Max, but took me so much time arranging topology in Blender. Don’t get me wrong, I love Blender, I just wondered if there were and easier way.

I’m sure that the better I get at creating good topology, the easier it will seem to create objects like that.

One note though, I’ve never learned to use NURBS or Curves. Would either of them be efficient to model an object like this?

The N-gon thing is coming to us in the future though.

And NURBS, I haven’t even tried, but I keep hearing that this isn’t the app for them.

Dunno about curves. :slight_smile: