To do this, with the mouse over the 3D view press " Ctrl+E" to open the " Edge Specials" menu pop-up (shown below). With an edge-loop selected the next step is to collapse it into its nearest neighbour, this is done using the " Edge Slide" tool. Hold " Alt" and RMB click and edge to select the loop around the modelĮdge loop selected - shown in textured viewĮdge selected and shown in wireframe view - loop wraps around the model Reducing poly count - edge slide ^ Open the chair you've been making throughout this tutorial series into Blender and enter Edit mode, " Select All" (" A") faces of the object so you can see the UVW map that's currently applied to the mesh you should have something similar to the image below. ![]() Optimising meshes, where to reducing polygon count ^ This simple, single 'principle' - "less is more" - matters a great deal when making content or developing games executing an idea will count for naught if the results don't run well as they should as a result of un-optimised content over-taxing rendering technology. The upshot of this is that your models should be properly optimised use as few polygons and textures as possible, keep images correctly proportioned ( using the "power of two" rule) and minimally sized. " Just because you can, doesn't mean you should" Wire-frame view of the above showing the extent to which the extra polygons of the right hand mesh go all the way around the objectįor games, especially those run online over the internet, this would make the right hand version ' inefficient' it may not seem that way when looked at as a single object in isolation, but put into a scene or room built from or containing several similarly inefficient objects and all those extra faces - hundreds, thousands or tens of thousand in a large scene or room - soon add up to your computer using a lot of memory, CPU and graphics resources rendering elements that aren't necessary, resources that could be better spent on something else - extra AI for instance, slightly better frame-rate or smoother experience and so on. Looking at the object in Edit mode reveals a significant difference in how the mesh objects are constructed with the object in the right being composed of many more faces and polygons than its counterpart on the left Both objects appear to be the exact same model same height, same width and same breath. Take a look at the following image below showing a simple block shape typical of a 'wall' prefab. When making anything for use in a game there is one 'golden rule' that you must keep in mind at all times if you learn one thing from this entire tutorial series you would do well for it to be this simple rule " Less is more" ![]() If you don't it's recommended that you read through the entire tutorial to get to grips with Blender before tackling this part of the process. If you've jumped ahead to this final section of the Blender Basics tutorial then it's assumed you know how to use Blender and where all the buttons and shortcuts are. ![]() For the next and final section, we'll be looking in to one of the most essential, but least discussed, 'skills' of making 3D content - how to optimise it for use in a game or interactive environment (3D chat, game, virtual world and so on).
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