A word on ngons

Currently skimming through Blender For Dummies, 3rd Edition by Jason van Gumster and came across this helpful thought on N-gons. Definitely something to keep in mind if you’re new to the whole thing:

“…it’s best to think of ngons as a process tool. On any mesh that’s likely to be used in animation (like a character model) or included in real-time environment like a video game, the finished mesh should be composed of only tris and quads. An exception to this rule of thumb might be for architectural models or models intended to be rendered as still images. Because those meshes won’t be deformed by something like an armature or a lattice and they don’t have to work in a game engine, often you can get away with leaving ngons in them.” — Jason van Gumster (Blender For Dummies, 3rd Edition)

What does it mean to think of ngons as a process tool? Simply this (my understanding of it): with n-gons support, you’re able to do things a lot quicker—especially when it comes to cleaning up the mesh to redirect flows and so on. Back when Blender didn’t have n-gons it was a little tedious to change flows on the mesh, but now it’s a lot easier and quicker. So in this context, n-gon helps a lot when it comes to Box modelling! With Point-by-Point modelling you don’t run into issue with n-gons.