I've always wanted to ask this. The objective is to keep an all-quad topology.
Basically, if the cylinder has an even vertex number, it's fairly easy :
You just extrude half of the vertices,
And merge them at the center :
But what to do in case of an odd number of vertices?
I think a remember that Blender Guru made a tutorial about this and he explained what to do if the number of vertices in the cylinder happen to be odd but I don't remember the name of the tutorial.
Of course I am aware of the trivial method that consists of creating a loop cut to even the number of vertices but I would like to know if there is another method.
Thanks in advance.