Edit: I found an alternative workflow in the end. See end of post.
Yes. First, I create a shape using NURBS curve, Revolve surface, and a deform lattice.

Then, I convert NURBS to Subdiv. I'm doing a low-poly game, so this is the actual result I would like, but in polygon object. If I try to convert NURBS to Polygon directly, I won't get the shape proper. It will be messed up and the topology will not be good, which is why I prefer the intermediate step passing by Subdiv conversion.

So next, I try to convert Subdiv to polygon. I tried Level 0 and it gives the same result as Level 1. I think it is because we are forced to divide at least once. I do not understand why I need to divide. It seems like it should be an easy math problem for the computer to convert without adding any polygons.



In the end, I can manually Alt Delete loop rings, but that's tedious. I was looking for a faster workflow.
If you're looking to make something similar as I, I ended up making a linear EP curve profile for my Revolve surface operation. Then, I ended up converting directly to Polygon using the Control point conversion method and I got a result that is what I need for my project finally.