and then, to minimize the geometry, dissolve the additional circled diagonal at each corner.
At first my plan seemed to go all right, but when it came to dissolving the unwanted diagonals, after working for the first two, the process stopped working.
There are some edges your cant dissolve. As a general rule you want to have 3 or 4 edges for every face. In the images above the optimum is to have a diagonal edge at each corner of the door frame but, if you are really set on minimizing geometry, you can reduce to 2 diagonal edges, set at opposing corners. Getting rid of too much geometry will compromise your ability to work on the model at later stages and can adversely affect the UV Unwrap when you go to texture the model.
In theory, it sounds reasonable that you would be able to get down to just a single diagonal cut. However, in practice, the complexity of the face you are trying to make determines the minimum number of cuts you will have across that face. I’ve never looked into the mechanics of vector graphics so I can’t explain the reasoning behind it. Perhaps Michael or Marc can give a better answer
I think the limitation here is not the number of edges but the fact there is a hole in the middle of the ngon. I’m not sure of the underlying code that calculates the ngons however!
That’s interesting. I’ve been trying in various different ways to create a face with a hole, but no matter how I try and sneak one in, blender won’t let me!