For purely render purpose I can easily left it as it is right now, it works just fine, but in the future there’s a good chance it gets into Unity engine, and I have zero clue on how to properly retopologyze it into quads and trises .
I’d be eternaly greatful is someone would redline it in the right direction.
It’s situational, if you’re purely going to use it in Blender and it renders fine then Ngons aren’t a problem at all, you save a lot of time by using them.
Where problems might come up is if you’re trying to unwrap your mesh, the UV maps will come out stretched in the areas where Ngons are, you can manually fix them but it would be time consuming. They also interrupt edge flow and don’t subdivide properly which limits you from using certain modeling techniques and tools.