ngons vs. 3, 4, sided faces
All faces are triangluated at render... all of them. Making faces tris to begin with make sure that the model is transated at render accurately. However a model made with tris means there is an awful lot of geometry to manipulate. We cut this geometry amount in have half by using quads. Quads can be easily convered to tris with a single line connected opposite points. The triangulation of quads is usually predictable. Ngons, faces with more than four sides, are much less likely to provide predictable results and in addition most game engines only work with tris or quads.
this is a simplified explaination but I hope it helps.
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Last edited by mhcannon; 25-03-2005 at 12:23 AM.