The 3D Handbook
Key term

N-gon

A face with more than four vertices. Handy while modeling and harmless on flat static surfaces, but unpredictable when triangulated, subdivided or deformed.

modelingfundamentalstopology

An n-gon is a face with more than four vertices; Blender's manual defines faces as having three (triangles), four (quads) "or more (n-gons)" vertices (Blender 3.1 Manual: Mesh Structure). The n stands for "any number". A face with n corners becomes n − 2 triangles in the engine.

Two subdivided cylinders: one cap shows a star of edges meeting in the middle, the other an even grid.
Both cylinders have the same support loops and the same Subdivision Surface modifier (level 2); only the caps differ. Left: a 16-sided n-gon cap becomes a fan of quads meeting at one 16-edge pole in the centre. Right: a 4 × 4 quad grid bridged to the rim gives an even grid, with four three-edge poles at its corners.Rendered in Blender 5.2 (Cycles) by the handbook author

#Why n-gons matter

N-gons are convenient. Cutting a hole, deleting an edge loop or running a boolean often leaves one, and they keep a flat surface clean and easy to edit. Problems appear when another tool has to convert them.

Other tools choose the split. The GPU "only deals with triangles" (Unreal Engine Documentation: FBX Static Mesh Pipeline), so every n-gon is cut up by some tool along the way. Adobe's baking documentation states that "There are no standard solutions to convert Quad/N-Gons into triangles", so different programs produce different, equally valid results (Adobe Substance 3D Bakers documentation: Triangulating before baking). Kent Trammell wrote on the CG Cookie forum: "For n-gons its a total guess as to how it will be converted" (CG Cookie forums: Tris vs Quads for videogames).

Concave n-gons are harder. On a convex n-gon almost any split works. On a concave one, a careless split puts triangles outside the face. Tools use smarter methods to avoid that. Blender's Triangulate modifier offers Beauty or Clip for n-gons; Clip "splits n-gons using an ear-clipping algorithm", the same method Blender uses to display them in the viewport (Blender 4.0 Manual: Triangulate Modifier).

Two copies of an L-shaped six-sided face. Left, dashed lines fan out from the top-left corner into four triangles that all stay inside the shape. Right, dashed lines fan out from the top-right corner and one triangle pokes out past the inner corner, shaded orange.
The same concave n-gon split two ways. Both use 4 triangles, but only one stays inside the face.Diagram by the handbook author

Subdivision and deformation. World of Level Design warns that "N-Gons create problems with deformations, when objects or characters have to be animated", and that the final model "Should NOT Contain Any N-Gons" (World of Level Design: Maya Beginner Tutorial Series 12/17…). In a CG Cookie thread, Martin Bergwerf notes that the Subdivision Surface modifier can cause issues with n-gons (CG Cookie forums: N-Gons).

#Common mistakes

  • Non-planar n-gons. If an n-gon's corners do not lie on one plane, every possible split gives a different surface. Blender's 3D Print Toolbox flags quads and n-gons that are "Distorted" (folded out of flat) because they can triangulate unpredictably on export, and its clean-up can triangulate them for you (Blender 3.6 Manual: 3D Print Toolbox).
  • N-gons with holes or concave shapes. Maya's Cleanup lists "faces with more than four sides, concave faces, faces with holes, and non-planar faces" as problems it can fix by tessellating (triangulating) them (Maya 2017 Help: Cleanup Options).
  • Baking on n-gons and letting the engine split them later. The bake and the engine may not split them the same way (Adobe Substance 3D Bakers documentation: Triangulating before baking). See triangulation.
  • Subdividing a mesh with n-gons. Expect pinching and uneven surfaces. See subdivision surface modeling.

#In different tools

face · quad · triangle · triangulation · booleans · topology · subdivision surface modeling

#Further reading and watching

References

  1. Blender Foundation · Mesh Structure · Blender 3.1 Manual, 2022 · docs · accessed 2026-10-20
  2. Epic Games · FBX Static Mesh Pipeline · Unreal Engine Documentation · docs · accessed 2026-10-20
  3. Adobe · Triangulating before baking · Adobe Substance 3D Bakers documentation · docs · accessed 2026-10-20
  4. Tris vs Quads for videogames · CG Cookie forums, 2019 · forum · accessed 2026-10-20
  5. Blender Foundation · Triangulate Modifier · Blender 4.0 Manual, 2023 · docs · accessed 2026-10-20
  6. AlexG · Maya Beginner Tutorial Series 12/17: Difference Between Triangles vs Quads vs NGons · World of Level Design, 2025 · article · accessed 2026-10-20
  7. N-Gons · CG Cookie forums, 2025 · forum · accessed 2026-10-20
  8. Blender Foundation · 3D Print Toolbox · Blender 3.6 Manual, 2023 · docs · accessed 2026-10-20
  9. Autodesk · Cleanup Options · Maya 2017 Help, 2016 · docs · accessed 2026-10-20
  10. Blender Foundation · Viewport Overlays · Blender 3.5 Manual, 2023 · docs · accessed 2026-10-20
  11. Autodesk · Heads Up Display (HUD) Options · Maya 2026 Help, 2025 · docs · accessed 2026-10-20
  12. Epic Games · Static Mesh Editor UI · Unreal Engine Documentation · docs · accessed 2026-10-20

Last updated 2026-10-22