I'm going through a course on blender. The course teaches blender through the use of several projects. Right now I'm modeling a low-poly chess set, and we've arrived at the knight. Because we made the knight free-form (just extruding faces and edges up from the base), and because we want to stay as quad-based as possible (to preserve loop cuts), there are a lot of nonplanar faces.
I've modeled my knight, and would now like to fix the nonplanar quads. Most of them only need one or two vertices pushed a small distance (typically less than 0.05BU). My problem is that I can't push them the right way.
In all of the transform orientations (global, normal, gimbal, etc.) the axes never point in the exact direction I need to push the vertex. The closest I can come is the view oreintation, which isn't exact for those vertices not perpendicular/parallel to a side (front, top, right, etc.).
So how can I fix my faces? Is there a way to fix nonplanar quads? Do note that this is a low-poly model, meant to look blocky. The subdivision modifier will not be used.
Note that in the course, the instructor simply uses the edge split modifier. I don't like that, as it is not fixing the geometry, and my model still has triangulation on it (the modifier essentially does nothing). Even if it did work, I would prefer to actually fix the problem instead of pretending it's not there.
You can download the file here. Note that I am using the mirror modifier, which is why there is only half of a knight. You'll have to turn both modifiers off and turn mesh analysis on to see which faces are non-planar.