I'm currently considering switching from Cinema 4D to Blender, mostly because of modelling features.

I downloaded the following blender model and imported it in C4D. This is all one single object and the door and windows were extruded in blender. Looking at the topology I wonder how is this even possible?

How can the door not create any n-gons in c4d? It looks like separate objects but this is all one single object started from a cube?

Can anyone help understand how this is achieved in C4D?

Thank you!

enter image description here

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    I work some in C4D, some in blender and a lot in Modo, plus a lot in ArchiCAD, some Revit, some ACad... C4D has a unique procedural approach to almost everything, whereas a lot of surface modelers, like Blender, Modo and SketchUp define their polys, whether n-gon, quad or tri, by verts and edges. SketchUp for example, assumes any bounding edges where verts auto-weld MUST be a poly; in Modo and Blender you can define edges and verts as bounding a poly or a void. – GerardFalla Dec 27 '18 at 18:37
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    I can tell you I'd have severe trouble modeling that structure in C4D other than as an assemblage of parts - whereas in Blender or Modo, I could box model that in a few minutes. – GerardFalla Dec 27 '18 at 18:37
  • One quick followup - what do you mean about the topology - can't tell from the screengrab what it is about the topology which is flummoxing you - what's so strange about it? – GerardFalla Dec 27 '18 at 21:49
  • The file format you export to when transfering data may not support ngons, any ngons would be cut up during export. Wireframe drawing does not always show every edge in a model, blender has an option to show all edges in object mode while edit mode usually shows all edges. – sambler Dec 28 '18 at 2:51
  • Thanks a lot for the replies. Does that mean modelling tends to be easier in Blender? Or is it just a matter of getting used to one. – Adrian Dec 28 '18 at 15:43

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