Can perfectly aligned vertices create a ngon?

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When I got an unnecessary detail on my model that I dont need, (Like in the picture) before
I dissolve the faces of the unnecessary part and scale it by 0 at the (x/y/z) axis. It makes a perfect square. Do this operation create a huge ngon or not?
after
Triangulate modifier doesn't process it like a square, it also process the perfectly aligned vertices. However, that just can be how the triangulate modifier works and it can be a perfect quad anyway.
triangulate



Is this a ngon, or is there another way to see the final triangulated mesh?









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  • Second screenshot is a huge Ngon, quad on the third screenshot doesn't appear to have any reason since there is huge amount of tris around it. It all depends on the purpose of the mesh (further subdividing, beveling, exporting to game engine, etc). Ngon is a face with more than 4 verts; it can be planar (all verts on the same plane) or non-planar, which is even worse
    – Mr Zak
    1 hour ago











  • Thanks for the reply. I thought second could be a quad, vertices between main four vertices has nothing to do with inside, i cant see any reason preventing it from being triangulated as a normal quad. But it is usefull anyway(for subdividing,beveling. it works as expected). I added third screenshot to check if the quad is properly subdividing into 2 triangles, apperently not.
    – Ali Mert
    1 hour ago
















up vote
1
down vote

favorite












When I got an unnecessary detail on my model that I dont need, (Like in the picture) before
I dissolve the faces of the unnecessary part and scale it by 0 at the (x/y/z) axis. It makes a perfect square. Do this operation create a huge ngon or not?
after
Triangulate modifier doesn't process it like a square, it also process the perfectly aligned vertices. However, that just can be how the triangulate modifier works and it can be a perfect quad anyway.
triangulate



Is this a ngon, or is there another way to see the final triangulated mesh?









share







New contributor




Ali Mert is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.



















  • Second screenshot is a huge Ngon, quad on the third screenshot doesn't appear to have any reason since there is huge amount of tris around it. It all depends on the purpose of the mesh (further subdividing, beveling, exporting to game engine, etc). Ngon is a face with more than 4 verts; it can be planar (all verts on the same plane) or non-planar, which is even worse
    – Mr Zak
    1 hour ago











  • Thanks for the reply. I thought second could be a quad, vertices between main four vertices has nothing to do with inside, i cant see any reason preventing it from being triangulated as a normal quad. But it is usefull anyway(for subdividing,beveling. it works as expected). I added third screenshot to check if the quad is properly subdividing into 2 triangles, apperently not.
    – Ali Mert
    1 hour ago












up vote
1
down vote

favorite









up vote
1
down vote

favorite











When I got an unnecessary detail on my model that I dont need, (Like in the picture) before
I dissolve the faces of the unnecessary part and scale it by 0 at the (x/y/z) axis. It makes a perfect square. Do this operation create a huge ngon or not?
after
Triangulate modifier doesn't process it like a square, it also process the perfectly aligned vertices. However, that just can be how the triangulate modifier works and it can be a perfect quad anyway.
triangulate



Is this a ngon, or is there another way to see the final triangulated mesh?









share







New contributor




Ali Mert is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











When I got an unnecessary detail on my model that I dont need, (Like in the picture) before
I dissolve the faces of the unnecessary part and scale it by 0 at the (x/y/z) axis. It makes a perfect square. Do this operation create a huge ngon or not?
after
Triangulate modifier doesn't process it like a square, it also process the perfectly aligned vertices. However, that just can be how the triangulate modifier works and it can be a perfect quad anyway.
triangulate



Is this a ngon, or is there another way to see the final triangulated mesh?







modeling





share







New contributor




Ali Mert is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.










share







New contributor




Ali Mert is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








share



share






New contributor




Ali Mert is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









asked 2 hours ago









Ali Mert

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New contributor




Ali Mert is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





Ali Mert is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Ali Mert is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











  • Second screenshot is a huge Ngon, quad on the third screenshot doesn't appear to have any reason since there is huge amount of tris around it. It all depends on the purpose of the mesh (further subdividing, beveling, exporting to game engine, etc). Ngon is a face with more than 4 verts; it can be planar (all verts on the same plane) or non-planar, which is even worse
    – Mr Zak
    1 hour ago











  • Thanks for the reply. I thought second could be a quad, vertices between main four vertices has nothing to do with inside, i cant see any reason preventing it from being triangulated as a normal quad. But it is usefull anyway(for subdividing,beveling. it works as expected). I added third screenshot to check if the quad is properly subdividing into 2 triangles, apperently not.
    – Ali Mert
    1 hour ago
















  • Second screenshot is a huge Ngon, quad on the third screenshot doesn't appear to have any reason since there is huge amount of tris around it. It all depends on the purpose of the mesh (further subdividing, beveling, exporting to game engine, etc). Ngon is a face with more than 4 verts; it can be planar (all verts on the same plane) or non-planar, which is even worse
    – Mr Zak
    1 hour ago











  • Thanks for the reply. I thought second could be a quad, vertices between main four vertices has nothing to do with inside, i cant see any reason preventing it from being triangulated as a normal quad. But it is usefull anyway(for subdividing,beveling. it works as expected). I added third screenshot to check if the quad is properly subdividing into 2 triangles, apperently not.
    – Ali Mert
    1 hour ago















Second screenshot is a huge Ngon, quad on the third screenshot doesn't appear to have any reason since there is huge amount of tris around it. It all depends on the purpose of the mesh (further subdividing, beveling, exporting to game engine, etc). Ngon is a face with more than 4 verts; it can be planar (all verts on the same plane) or non-planar, which is even worse
– Mr Zak
1 hour ago





Second screenshot is a huge Ngon, quad on the third screenshot doesn't appear to have any reason since there is huge amount of tris around it. It all depends on the purpose of the mesh (further subdividing, beveling, exporting to game engine, etc). Ngon is a face with more than 4 verts; it can be planar (all verts on the same plane) or non-planar, which is even worse
– Mr Zak
1 hour ago













Thanks for the reply. I thought second could be a quad, vertices between main four vertices has nothing to do with inside, i cant see any reason preventing it from being triangulated as a normal quad. But it is usefull anyway(for subdividing,beveling. it works as expected). I added third screenshot to check if the quad is properly subdividing into 2 triangles, apperently not.
– Ali Mert
1 hour ago




Thanks for the reply. I thought second could be a quad, vertices between main four vertices has nothing to do with inside, i cant see any reason preventing it from being triangulated as a normal quad. But it is usefull anyway(for subdividing,beveling. it works as expected). I added third screenshot to check if the quad is properly subdividing into 2 triangles, apperently not.
– Ali Mert
1 hour ago










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When modelers refer to an ngon, they only mean non-quad faces, really.. some include tris, some don't.. The main reason to avoid them is that under Catmull-Clark subdivision they can generate pinch-points, and irregular normals. So yes, the square shape in your first example is an ngon. Very squashed quads, or quads with a concave pair of sides, don't subdivide well, either.



On a perfectly flat surface, with a convex perimeter, that's not going to deform, there's no need to panic about them. As the the subdivided cylinder in the illustration shows, the first generation of subdivision will generate quads anyway.



However, poles, that is, vertices where more than 4 edges meet, can also generate pinch-points. As before, if they are on a perfectly flat surface they aren't anything to worry about.. but if they threaten to interfere with a smooth curvature, or make holding loops (which sharpen edges between planes) or other edge loops hard to create or maintain, you should try to avoid them. In deforming surfaces, as far as possible, they should be maneuvered into non-deforming areas.



With those things in mind, If I wanted to finish my cylinder with an ngon, I would prefer to do it with a single inset (or bevel).. as shown on the left.



enter image description here






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    1 Answer
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    1 Answer
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    up vote
    3
    down vote













    When modelers refer to an ngon, they only mean non-quad faces, really.. some include tris, some don't.. The main reason to avoid them is that under Catmull-Clark subdivision they can generate pinch-points, and irregular normals. So yes, the square shape in your first example is an ngon. Very squashed quads, or quads with a concave pair of sides, don't subdivide well, either.



    On a perfectly flat surface, with a convex perimeter, that's not going to deform, there's no need to panic about them. As the the subdivided cylinder in the illustration shows, the first generation of subdivision will generate quads anyway.



    However, poles, that is, vertices where more than 4 edges meet, can also generate pinch-points. As before, if they are on a perfectly flat surface they aren't anything to worry about.. but if they threaten to interfere with a smooth curvature, or make holding loops (which sharpen edges between planes) or other edge loops hard to create or maintain, you should try to avoid them. In deforming surfaces, as far as possible, they should be maneuvered into non-deforming areas.



    With those things in mind, If I wanted to finish my cylinder with an ngon, I would prefer to do it with a single inset (or bevel).. as shown on the left.



    enter image description here






    share|improve this answer
























      up vote
      3
      down vote













      When modelers refer to an ngon, they only mean non-quad faces, really.. some include tris, some don't.. The main reason to avoid them is that under Catmull-Clark subdivision they can generate pinch-points, and irregular normals. So yes, the square shape in your first example is an ngon. Very squashed quads, or quads with a concave pair of sides, don't subdivide well, either.



      On a perfectly flat surface, with a convex perimeter, that's not going to deform, there's no need to panic about them. As the the subdivided cylinder in the illustration shows, the first generation of subdivision will generate quads anyway.



      However, poles, that is, vertices where more than 4 edges meet, can also generate pinch-points. As before, if they are on a perfectly flat surface they aren't anything to worry about.. but if they threaten to interfere with a smooth curvature, or make holding loops (which sharpen edges between planes) or other edge loops hard to create or maintain, you should try to avoid them. In deforming surfaces, as far as possible, they should be maneuvered into non-deforming areas.



      With those things in mind, If I wanted to finish my cylinder with an ngon, I would prefer to do it with a single inset (or bevel).. as shown on the left.



      enter image description here






      share|improve this answer






















        up vote
        3
        down vote










        up vote
        3
        down vote









        When modelers refer to an ngon, they only mean non-quad faces, really.. some include tris, some don't.. The main reason to avoid them is that under Catmull-Clark subdivision they can generate pinch-points, and irregular normals. So yes, the square shape in your first example is an ngon. Very squashed quads, or quads with a concave pair of sides, don't subdivide well, either.



        On a perfectly flat surface, with a convex perimeter, that's not going to deform, there's no need to panic about them. As the the subdivided cylinder in the illustration shows, the first generation of subdivision will generate quads anyway.



        However, poles, that is, vertices where more than 4 edges meet, can also generate pinch-points. As before, if they are on a perfectly flat surface they aren't anything to worry about.. but if they threaten to interfere with a smooth curvature, or make holding loops (which sharpen edges between planes) or other edge loops hard to create or maintain, you should try to avoid them. In deforming surfaces, as far as possible, they should be maneuvered into non-deforming areas.



        With those things in mind, If I wanted to finish my cylinder with an ngon, I would prefer to do it with a single inset (or bevel).. as shown on the left.



        enter image description here






        share|improve this answer












        When modelers refer to an ngon, they only mean non-quad faces, really.. some include tris, some don't.. The main reason to avoid them is that under Catmull-Clark subdivision they can generate pinch-points, and irregular normals. So yes, the square shape in your first example is an ngon. Very squashed quads, or quads with a concave pair of sides, don't subdivide well, either.



        On a perfectly flat surface, with a convex perimeter, that's not going to deform, there's no need to panic about them. As the the subdivided cylinder in the illustration shows, the first generation of subdivision will generate quads anyway.



        However, poles, that is, vertices where more than 4 edges meet, can also generate pinch-points. As before, if they are on a perfectly flat surface they aren't anything to worry about.. but if they threaten to interfere with a smooth curvature, or make holding loops (which sharpen edges between planes) or other edge loops hard to create or maintain, you should try to avoid them. In deforming surfaces, as far as possible, they should be maneuvered into non-deforming areas.



        With those things in mind, If I wanted to finish my cylinder with an ngon, I would prefer to do it with a single inset (or bevel).. as shown on the left.



        enter image description here







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 1 hour ago









        Robin Betts

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