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This is a cube, with an edge beveled:

enter image description here

I'm not sure how to deal with the 2 ngons left here. How can I make it all-quad topology while maintaining the shape? Manually cut them like this:

enter image description here

? But when there are a lot of segments it gets tedious quickly. Plus what if it's not a cube?

enter image description here

Is there a more general or automatic way to handle the ngons left by beveling?

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  • $\begingroup$ First of all it depends on what you need the "clean" topology for... N-gons are not naturally always bad, for example looking at your screenshot at the top, this is very nice clean topology. If you maybe have shading issues on the n-gons when shading smooth, you could for example simply inset the n-gon faces slightly. The answer moonboots gave is a clean mesh, too - but as I said, it depends on what you need, because the tris in that topology are not good if you want to do loop cuts which only work with quads. $\endgroup$ Jul 23, 2021 at 6:23
  • $\begingroup$ @GordonBrinkmann Ok, I edited the title to "all quad". (I know it's okay to have non-quad faces in some cases.) $\endgroup$ Jul 23, 2021 at 11:58

2 Answers 2

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If you really want an all quad topology to replace a planar N-gon:

  1. Inset the face (shortcut i)
  2. Delete the newly created face (shortcut x and select 'faces')
  3. Select the enclosing edge loop (shortcut ALT and select an edge
  4. Grid fill (from the face menu) You may have to adjust the grid in the last operations tab.

I don't recommend doing the last two steps. Insetting the face is usually sufficient geometry to handle shading issues.

Here are images to go with the steps

  1. inset the face
  2. delete the newly created face
  3. select the enclosing edges
  4. grid fill
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Here is a solution:

enter image description here

You could even leave it the way it is, with ngons, it all depends on what you're supposed to do with this object actually.

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