I've released this entire Module 1 of 3 completely free. It is focused on teaching you how to get started learning Maya completely from scratch in 4 hours. Start with all videos in order within Maya Beginner Series here.
Module 1 is focused on interface overview for game environment modeling.
Module 2 is focused on environment modeling techniques (27 videos, 8+hrs).
Module 3 is focused on UV mapping and UVing (21 videos, 5+hrs).
In this tutorial you will learn the difference between Triangles, Quads and NGons. Which geometry type you should work with and which to avoid when modeling environments and props.
Video Tutorial
Triangles vs Quads vs NGons
Triangles = Face with 3 Edges
Quads = Face with 4 Edges
NGons = Face with More than 4 Edges
Modeling Principles: Quads, Tris and N-Gons
Final Model Should NOT Contain Any N-Gons. Avoid 5 or more sided polygons on your objects. N-Gons create problems with deformations, when objects or characters have to be animated.
Work and Model with Quads. Keep your model in quads as much as possible. Maintain 4 sided polygons as much as you can throughout your modeling in Maya. It will make modeling, detailing and sculpting a lot easier to manage.
No Triangles or N-Gons If Object is Going to be Subdivided (Scultped). Avoid triangles if you are going to smooth, subdivide and sculpt a model. Triangles do not subdivide correctly.
Everything is Triangles. Everything is triangles in the game engine.
Quads and Triangles. Final optimized model that is being exported to a game engine can have triangles. Because remember, everything is triangles. But during modeling in Maya, it is best to maintain quads as much as possible. You can have triangles, but quads will be easier to work with. After you are done modeling, sculpting, subdividing and baking your model and it is ready for export, then you can go through and triangulate manually and optimize your model. So don't avoid triangles as you work but during modeling maintain quads. Good rule of thumb is maintain quads as much as you can up until prior to optimization and before exporting to a game engine
Takeaways
Avoid any n-gons (polygons with more than 4 edges)
Keeping everything as quads for easier topology and edge flow control
If you are going to subdivide this model and use it for sculpting in ZBrush or Mudbox then avoid having any triangles or n-gons – keep it as quads
It is ok to have triangles, because everything is triangles in the game engine but if you were to keep good topology in order to add detail, inserting edges, keep it as quads up until prior to optimizing and export
Keep it clean. Optimize the model at the very end right before exporting to a game engine, at this point you can remove unwanted edges, collapse vertices and have triangles anywhere you want due to the final rendered model inside the game engine will be automatically triangulated
Learn how to environment model and UV with Maya better than anyone else. Become a modeling master with it. In "Maya Foundation: Home Study Course" I will show you how.
My name is AlexG. I am self-taught level designer, game environment artist and the creator of World of Level Design.com. I've learned everything I know from personal experimentation and decades of being around various online communities of fellow environment artist and level designers. On World of Level Design you will find tutorials to make you become the best level designer and game environment artist.
World of Level Design LLC is an independent company. World of Level Design website, its tutorials and products are not endorsed, sponsored or approved by any mentioned companies on this website in any way. All content is based on my own personal experimentation, experience and opinion. World of Level Design™ and 11 Day Level Design™ are trademarks of AlexG.