Graphics Reference
In-Depth Information
Fig. 9.32 The high vertex density on one side of this mesh is not warranted by structural or other
considerations and should be fi x e d
9.5.3
History Present
Some applications store a record of your editing commands. This allows you to step
backward through the modeling process, or to adjust previous decisions at different
points in the history of your model. This can be very handy while you are modeling,
but it can also add to the fi le size of your model. The history should always be
deleted when you are satisfi ed that your model is complete.
9.5.4
Inconsistent Vertex Resolution
If you have 100 vertices covering a surface that is one meter square, then build
another meter-square object beside it out of only four vertices, you may have incon-
sistent vertex resolution . If the fi rst surface requires the extra vertices because it is
curved, but the other surface is planar, this is not a problem. If the resolution difference
is not motivated by a structural requirement, then it is a problem (Fig. 9.32 ).
The vertex distribution affects the smoothness of lighting on your object. If the
vertex density of adjacent objects contrasts too much, the difference can be visible
in the lighting. Another problem is that if extra vertices aren't needed, they should
be deleted. Looking for inconsistent levels of vertex density is one way to fi nd parts
of the model that needs further optimization.
9.5.5
Triangle Count High
A high triangle count is one that is either above the technical specifi cation you are
obliged to adhere to or a count that is higher than necessary for the object you are
building. It is easy to know when an artist exceeds the poly budget for a project,
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