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Triangles and vertices problem


Alexandra Barcelos
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Yes, they matter.  And yes, those are VERY high triangle counts for a bed.

 

Remember, you only need a lot of triangles in areas of tight curvature.  Large flat areas can be modelled with only a few triangles.  You'll either need to use a triangle reduction plugin of some sort (like decimate in blender).....or generate your parts with fewer sections.  Cylinders don't need multiple cross-sections except for additional UVs for the most part.....and 8-10 faces around.  Look for the sections that could be modelled with just a few larger polys without much change in shape.

Unless it is a brass bed style (lots of curved pipes), the total poly count shouldn't be more than 2k to 4k.  Even a brass bed style one could be done in under 10k easily.

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Smoothing can be done in the most cheapest way ever, by going to object mode and set the entire model to smooth shading. For Blender: locate the switch for 'smooth' <-> 'flat' in the tool shelf (blender 2.5) or in the edit button section (blender 2.4)

When your model is entirely set to smooth in blender, then it creates lower costs during upload.

When you want to smooth bended surfaces, then you will of course need more faces for smoother results.

When you want to reduce your LOD meshes, then the best alternative is doing it manually (by removing edge loops fo example). And to my knowledge there is no automated tool in the world available (yet?), which is able to do smart reductions AND keep the shape intact AND keep the UV-layout intact. I tried "meshlab" for such work (free open source program), but at the end i always came back to manual decimation...

One way to get around this much work would be to use surface subdivision (subsurf in blender 2.4 subdivision modifier in blender 2.5) But you still have to tweek the UV-layouts (although this is far less work than redoing the layout for each LOD)

ANY hint about how to vcreate the LOD's more efficiently is a good hint...

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