For most use other than games, wherever possible, it is best to work with quads. You will generally want to apply subdivision smoothing to your model. This allows you to work with a small number of polygons but render a high number – much more efficient for your system to handle.
What this means is that every polygon gets split a certain number of times based upon the subdivision value. Now if you have a four sided polygon, this is very simple – draw a line from the center of each side to the center of the opposite side. Presto! Four rendered polygons for every one real one. Of course, you can go higher, too. But every resulting polygon will always end up having four sides. It’s very neat and tidy.
But what if you have a five sided polygon? Or three sides? How is the computer supposed to deal with that? Add to that the fact that each subdivision must also intersect properly with all adjoining polygons. It can get very ugly, very fast. The computer will generally try to cope, but the results can be unpredictable.
So, rather than looking for ways to deal with non-standard polygons, it’s better to learn ways to avoid having them in the first place! This isn’t always possible, but with good planning you should usually be able to avoid it. (In fact, every five-sided polygon could actually be turned into one four-sided polygon and one three-sided poly. Not quite as good as all quads, but usually far better than a five-sided polygon.)