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 | We are starting with a model with 305 points. The
number of faces is not particularly relevant since all faces are
converted to triangles before they are rendered. This is true of all
modelling programs and games. The real standard for comparing model to
model is the number of points they use.
Looking at our model we can see that it already has a relatively low number of
points. But the nose has some unnecessary edges and points.
The first thing to know about manual reduction of points is that you
should only remove an edge or point when you are sure that the
resulting face will be convex and flat. |
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 | The best tool available in 3D Canvas for removing
points is the Trim
0peration.
Select an edge as shown.
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 | Click the Trim operation to remove this edge.
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 | Repeat as shown. Be sure to remove only one edge at
a time since removing multiple edges has a different meaning to the
Trim operation. It assumes if you are removing multiple edges that you
are attempting to remove detail rather than unnecessary edges.
Notice that the only edges being removed are those that result in
flat, convex faces.
Also notice that these faces have turned dark. That is because we have
only removed the edges so far and not the points themselves. In
addition to not liking curved or concave faces, 3D programs also do
not like edges that are broken by a point. These are called co-linear
edges. |
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 | Using the group selection tool, select the
unnecessary points. Use the Trim operation to remove these points.
Note that we can use the Trim operation on multiple points. |
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 | Now the faces look correct.
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 | Looking at the side view we see that there is a
grouping of cross sections that serve no purpose. They were originally
created so there would be enough faces to follow the curvature where
the nose meets the main body. They aren't actually necessary since the
bevelling that occurred afterwards provided enough detail to achieve
the desired curve.
This will require a bit a re-working of the model. Re-work is a fairly
common occurrence in 3D modelling. It can be quite difficult at the
outset of a modelling project to foresee all of the possible problems
that one might encounter. The more experience, the less rework. But
even experienced modellers end up doing some re-work.
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 | The place where the roof meets the nose needs to be
smoothed. |
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 | Selecting the points along this section and shifting them creates a
nice curve. This further emphasises that three cross sections are not
necessary. |
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 | We could trim away these edges, but an easier
method is to simply weld them to the nearest points using the Weld To
Nearest operation. If your version of 3D Canvas Plus/Pro does not come
with the Weld To Nearest operation, you can download a plug-in at the Amabilis
Software web site. |
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 | Be sure to watch the result of the Weld To Nearest
operation. It is not always obvious from looking what the "nearest" point
is. |
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 | Once you welded all of the points it is necessary
to use the Optimize operation
to remove all
unneeded points. Welding just places points in the same location, it
doesn't remove them. |
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 | There are additional locations where detail can be
removed by trimming edges.
Notice that we have created a few co-linear edges as a result of our
trimming. A small amount of this is permissible, though in general, it
is not desirable. It may be wise to create edges such that there are
no co-linear edges. If you do not do it, it will be done internally
before rendering. It is better that you, the modeller, make the
decision where the edges should go rather than having the computer
decide. |
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 | The result of our manual point reduction.
The number of points has dropped to 225. That is a reduction of more
than 25%.
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