I've been modeling for quite some time but I’ve never bothered to ask this question.
There are several ways to subdivide a cylinder cap? I've been going across vertex to vertex (right example), but I’ve seen a great many models and more experienced modelers triangulate along the perimeter (left example). What are the benefits of triangulating the edges as opposed to cutting it across, triangulating to a center vertex or just leaving an N-Gon?
I suppose once the object is triangulated (in a game engine like Unity or Unreal), the way I’ve been doing it would lead to one extra polygon on the cap end. Is this the reason the crossing rectangles approach isn't used as much?
Ctrl
+F
> Grid Fill, but I don't know which is better $\endgroup$