Tris vs Quads vs N-Gons Explainer - free Reference tool by XO3D Labs

Tris vs Quads vs N-Gons ExplainerAll ToolsStart a project
Polygon Type
Context
Topology that is fine for a film render can be a problem in a game engine, and vice versa. Toggle to see how the advice shifts.
Diagram Legend
Face / polygon fill
Visible edges (your mesh)
Hidden triangulation
Subdivision result
Quads
The reliable default
The Same Face, Three Ways
Base Polygon
After Triangulation
After Subdivision
What It Is

Effect On Each Stage
The Verdict - Offline Render
Side By Side
BehaviourTrisQuadsN-Gons
At A Glance
Use It When
Avoid It When
Topology Rules Of Thumb
Model in quads. Clean quad flow subdivides predictably and deforms well. It is the artist's working format.
Ship in tris. Every GPU triangulates anyway. Game and AR assets are delivered triangulated for a fixed, predictable result.
N-gons are a modelling convenience. Fine on flat, undeformed faces; clean them up before subdivision or rigging.
Watch the poles. Vertices where many edges meet pinch under subdivision, regardless of face type.
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