Graphics Reference
In-Depth Information
instance, you may have 20 steps grouped under the node “stairs”. These will all be
under “stairs”, but if you edited some of them after they were made, they may have
resorted so that the numbering is off, like so: “step01, step03, step20, step02…” If
this happens in your fi le, it isn't a bad idea to manually adjust the way they are
sorted, or if your application has a tool that can do it for you, to use that.
9.7
Conclusion, Errors
Organization takes a little patience but pays off disproportionately to your effort.
Whenever you go through the tedious work that naming can be, remember that you
are saving yourself from future misunderstandings with colleagues and will earn a
reputation for being a considerate modeler.
9.8
Exercise: Alignment Illusion , Part 4
9.8.1
Scene Validation
Please check your illusion project against the long list of error types contained in
this chapter. If you fi nd any of these errors present in your model, please fi x them as
appropriate.
9.8.2
Presentation
Before saving your illusion project, check to be sure you have the minimum number
of open viewports, that the viewports that are open are appropriate, and that your
project is framed in at least one of the viewports. The illusion object and other scene
elements should almost fi ll the viewport, with a small border surrounding them.
9.8.3
Expectations
At this stage of your fi le's progress, it should be a good likeness, free of technical
errors, and ready to receive texture coordinates. The reason texture coordinates aren't
added earlier is that the optimization stage of the model creation process will often
change the topology of the objects in your fi le. The topology is the way the vertices
are connected to each other and the number of vertices. When the topology is modi-
fi ed, your UVs can be radically disrupted. Therefore, an artist can lose a considerable
amount of work by editing texture coordinates before optimizing the model.
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