- Model should not contain polygons with more that 4 edges (N-gon), only triangles and quads are acceptable.
- Smoothing issues might appear in the models which contain N-gons.
- N-gon can always be divided into quads and tris, so they are always easy to remove by adding connecting edges between the border vertices.
How to solve
- N-gons can be removed in different ways, it depends on the situation and model topology:
- Some vertexes of the N-gon could be connected with edge, so the end result will be quads and triangles instead of one N-gon.
- All or several vertexes of the N-gon could be welded together.
- Automatically:
- turn all N-gons to quads in 3ds Max by using Turn to Poly modifier
- turn all N-gons to quads in 3ds Max by using Turn to Poly modifier
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- turn all selected N-gons to triangles in blender by triangulating selected N-gon faces (Ctrl + T shortcut). How to find and select N-gons is described in the Locate N-gons infographics which is presented above.
- turn all selected N-gons to triangles in blender by triangulating selected N-gon faces (Ctrl + T shortcut). How to find and select N-gons is described in the Locate N-gons infographics which is presented above.