Once I completed my mech I moved to optimizing the the poly count. I felt this would be an important procedure as I was fairly close to the poly limit and I should lower it as much as possible.
So for this optimization process I targeted the the caps of the numerous cylinder which were: Ngons. Ngons are polys that have more than 4 sides, these can prove to be problematic for a game engine later in production.
So for this optimization process I targeted the the caps of the numerous cylinder which were: Ngons. Ngons are polys that have more than 4 sides, these can prove to be problematic for a game engine later in production.
The image above shows how I went through the model removing the ngons. After selecting the ngon I would inset it slightly before collapsing the new poly that I insetted. This will create a vertex in the middle of the face, perfectly splitting up