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Lost Cause?


Tegan Tehani
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Hi there.  I've been experimenting with Blender recently.  I'm going slightly insane. :)

 

Alas, I finished a boot through some probably frowned upon unconventional ways of building things.  I used grease pencil to sketch the rough design and knife to cut the shape out of a cube.  Then I just started shaping...  The product is pretty but it's got roughly 2300 Verts and Faces.  When I try to upload the collada file to SL, my mesh comes out with holes and missing area...

I know I didn't follow the constraints but I'm not sure if this is the issue.  I'm miserable at Blender, I know.  I promise you, I'm hanging my head in shame as I type this.  But it's a pretty cute boot for one days experience! :(  I'd really prefer to not have to scrap it.

 

Can anyone shed some light on what the issue is with the mesh holes and give me some suggestions on what could fix it (if that's possible?)

 

The boot of which I speak.

 

 

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You may want to look at Retopologizing... There are a number of tuotrials on how to reduce the polygon count for models.

It seems lots of people model in unique ways, like sculpting a model. Changing the topology of the model can great reduce the number of polygons. When a high poly model is used as the guide, people seem to call it retopogizing... (if Engish is not your first language, that is not a real word. It is a sentence rolled into a word.)

For examples see: #SL Blender Clothes Retopology and  Blender Retopology – Clothing Update

Having a low poly count is likely going to become a serious user/buyer concern at some point. 

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