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Repeat until clean
It is difficult to identify all the ways that show that geometry can be bad, but these
are the most common problems. For knowing these techniques, the steps are simple:
1.
Use the Non Manifold select ( Shift + Ctrl + Alt + M ) to locate bad geometry.
2.
Identify what the problem is.
3.
Delete , Merge , Move , or otherwise correct the bad geometry.
4.
Repeat until Non Manifold selects no points at which the model is manifold.
Final cleanup
The last step when the model is manifold is to verify that the normals are oriented
properly. The last time normals were an issue was in Chapter 3 , Face Illusion Vase .
There they messed up the way the Skin modifier handled its task. Messed up
normals can also affect the printability of models. Fortunately the fix is often
simple in Blender:
1.
Select all points ( A ).
2.
Click on the Recalculate button under Normals section in the left-side bar of
the 3D View panel.
Making it a topic end
As-is the back of this model is hardly presentable. One option would be to use the
sculpt tools from Chapter 7 , Teddy Bear Figurine to sculpt the missing parts of the
lion. An easier option is to throw a cube behind it to hide the blemishes and call
this project a topic end:
 
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