I couldn't resist, but Plasticity mesher is really far behind MoI. (Plasti Left, MoI right, around 5500 pts budget, default settings)
I only care about Ngones output because I don't want to deal with micro triangles later on.
Plasti does create many weird stuffs, like those doubles edges, strange edges alignment ... I have the feeling ngones output 'just' try to post merge coplanar triangles or something.
Of course as Michael explains, the topo is not that important as both geo here render the same.
However when it comes to geometry manipulation (uv unwarping, sub-material assignement), MoI ngones are freaking crisp.
(There is still a lot of misunderstanding about what constitutes 'good' topology for users coming from purely polygonal modeling, as they are accustomed to creating evenly quad-dominant meshes to combat issues with average normal computation)
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