This is a topic that is difficult or impossible to get a straight answer.
I have found that people are in two camps and you are not easily going to convince either side to budge on their position.
I can vouch the the quad issue does seem to present more of a "problem" for maya then other applications as although I am not a professional modeler I can claim that I am a hard core tutorial watcher and I have seen enough lightwave, modo, 3ds max, and xsi tutorials to assure you that the worry about making every single polygon 4-sided is not stressed nearly as much in other packages as it is in Maya.
I can also refer to a quote from the guy that modeled the stargate universe ship in lightwave that there were many ngons in his finished model and the only hitch in the pipeline is when they had to work on a portion of the model in maya those ngons caused maya to puke where lightwave handled them just fine. You can find it by a few simple googles of lightwave and SGU.
My own philosophy is to strive to make my models as quad centric as possible. However, I am not going to increase the number of polygons in a model by a factor of 4 to simply convert one triangle that in most cases will not be seen into a quad. The same goes for the occasional ngon (usually at the cap of a cylinder). In most cases I poke or split the face to be quads or tri's but for something that is going to have a procedural texture applied and is not going to deform I am not going to blows hours of time trying to retopologize an entire model to make a face that either will rarely be seen or renders just fine into all quads.
A quote from a master modeler at pixar that switched form Maya to Modo was interviewed by luxologies Brad Pebler and when asked the question about ngons after showing some hardsurface work in modo that clearly had ngons replied -
Whether or not I use ngons depends on the pipeline rules set by the vfx director and studio I am working for AT THE TIME. As long as I am not mandated to use all quads, as long as the model looks good in the final shot I am not going to lose any sleep over the occasional tri or ngon.
This is a philosophy that I agree with. Shoot for quads but don't waste time or polygons or both trying to make everything 100% quads. Take the simple golf ball example in a thread I started. The only method I found online for doing this in maya produces an object with over 300 faces that have 5 sides! When rendered it looks just fine, with a procedural texture there are no render artifacts and I was able to uv map it and apply a distortion free logo on the ball as well.
Why would I spend the time trying to covert 300 pentagons into quads and tris only to get a worse looking render? Furthermore, I have seen no one suggest a solution that produces an all quad solution. One of my gripes about the folks that are the first to bitch about a tri or ngons rarely ever suggest a solution. I can promise in EVERY model I produce if there is a tri or an ngon there is a REASON that it is there. Either trying to change it adds unnecessary geometry, unwanted creases, or in some cases actually produeces an effect I want.
What gets me upset about the "all quad natzi's" is that they set an arbitrary inflexible rule. Then rather the suggest a solution they imply you are a "hack" modeler if you have a tri or ngon in your model and should be branded on the forehead and band from using Maya and delegated to serving coffee to the true righteous worshipers of the all mighty QUAD.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 25-02-2010 at 10:32 PM.