Welcome to altering curve resolution.
In this video we're going to be culling unnecessary geometry.
Now we've kept the curve data itself so we actually have two options.
In this case we can recreate our mesh object from those curves or we can fiddle about with the geometry
itself.
Now this is a prime example of when we've produced something that is basically too high poly.
And there are a couple of ways of going about it.
Now of course if you've managed to create it perfectly the first time round.
Great.
That is absolutely brilliant well done.
However if you a mere mortal like me and the rest of us then occasionally you will end up making something
that doesn't quite fit what you wanted in the first place and you'll have to go back and rework it.
In fact in this section we do that a few times once we've explored the way to go so that's that's absolutely
fine.
That's part of the fun of learning and moving about within blender.
So which path to take.
Well both are okay it does depend on the stage of construction your rat and we're right at the beginning
this time and in fact will be altering the curve resolution and the mesh itself to tidy it up.
And of course after we've done that we're going to tidy up the rest of the geometry as well just to
make it a little bit easier to work with.
So let's hop straight on over into blender.
Right.
So looking at the base that we've currently created as you can probably see there's an awful lot of
faces here in feathers.
In my opinion far too much detail in this model I mean it's absolutely fine as a model goes.
But if we in any mesh object that you have you re hop over into edit mode we can actually see the number
of triangles that it is in it's seven hundred.
Just in the base and I think that's a little over the top especially as we can employ other techniques
later to smooth it out if necessary.
Now we have a couple of options in which to do this basically.
And we'll go in to first of all modify the curve that we've done and recreate our lamp base.
So the first thing we'll need to do here is go in to the kerb.
So first of all mcgurn to unchildish them by clicking on the icon that's important not the name but
the icon itself moving to the left and we see it there it says drop to clear parents.
I'm going to do that there.
So now that's removed from our mesh so I'm just going to hide the mesh for the moment bring it out of
the view by clicking on this.
I just hear and of course we can't hide that until we're not editing it so let's go back into object
mode and just hide the lamp base.
Of course nothing's changed here because we've still got our curve based object just here.
So let's go to the curve outline.
She is this one over on the left hand side and skowron to widen my view here turn off the tall shelf.
Probably bring this in just a little.
Not completely but just a little.
There we go.
So in the curve propertys this data section here that we've been working on before we can change this
resolution so we can see it's currently set to 12 and we can see what type of effect it has some of
its tone that down a little.
Because this resolution actually controls how many of seats are made.
Once this is converted into an object itself.
So with one we end up with a very angular model as you can see there.
In fact what I'm going to do at this point is turn on or rather off smooth shading.
So if we go to a flat we can actually see how things are working out.
Let's go here flat shading.
That gives us a much better idea.
So I needed to select the base curve at the top here before in the tool shelf clicking flat shading.
Now we can see what's really happening underneath of the underlined geometry.
And let's go back to our outline curve.
So as we increase that we will see our model changing as we can see at certain point we're at 12 before
it ends up quite smooth.
And as we go back again we can get an appreciation of at which point we no longer need to go.
So at the moment it looks like four or five or maybe even six.
I'm going to go for five in this case because I think it defines the shape well enough.
And of course we've got the Bezier circle as well now because this has four points on ends and it's
got a resolution at 12:00 a.m. It actually makes a circle of 48 segments which is four times 12.
Now usually a 24 or 32 makes a good number of segments for a circle to keep it smooth.
When you look at it so let's just see if we set it to six which would be twenty four.
I think there might still end up looking a tiny bit jagged.
So just up to eight which will equal the 32 because I'm quite happy with it being 32 or no that's going
to produce a nice smooth circle type shape.
Brilliant.
So that's now done that now all we need to do is change these curves once again into a mesh object.
Oh hey guys it's Challenge time.
I'd like you to lower the triangle count of the base.
So we're going to lower the resolution of the kerbs to an appropriate amount.
Now we've already done some of that in the previous explanation about lowering those.
But I would like you to experiment with it see how low you can go without losing the definition of the
shape.
I would like you to create a mesh object from the new lower rez curves and then finally once that mesh
objects is created You're going to find that there are some places with in the hole itself.
So I'd like you to remove the extra geometry from within the hole and I recommend using bridging edge
loops for that.
So go play the video now and give that a go.
Okay guys.
Welcome back.
Let's hop back on over in a blender.
Okay so over in that blender I'm quite happy with the resolutions that I've picked of eight for the
actual circle the defining circle and the Bezier curve itself.
I'm happy with five I think that gives enough definition for us.
So I'm going to click on the base curve itself and go and press out and see and make a mesh from the
curve objects.
Brilliant we've got all that there.
I'm going to keep the original of course that will make it disappear.
So we hop into the undo history get down to where we switched into edit mode I think that's where it
was excellent.
And repeat the task again and this time we will keep the original because I do want to keep those curves
just in case something like this happens.
I'm going to immediately set the parent object as this new one and I'm going to call this lamp base
and I'd feel quite happy now with deleting the old one.
How you can see the difference there one smooth shaded So that's not a very fair comparison.
So that's Turner's move shading and we can see that the difference between that and that is not that
much at all.
Brilliant.
So I'm happy to delete the lamp base or in the process of preserving stuff I will hide it from view
and everything else it's not being rendered.
I'm going to shift it up and nestle it all the way under.
It's called base curve at the moment.
But this will become the new lamp base and therefore we've not lost anything in case I want to use that
again later on.
Okay so now that we've got our mesh object there I'm going to hop on over into edit mode and I'm quite
happy with the level of detail that's here because it keeps the curves.
That's absolutely fine.
The base looks like it's got a few extra bits that are unnecessary so we can remove a couple of the
edge loops that are going round the hair.
It's not going to be deformed.
So let's do that first because that's going to be the easiest one to deal with.
I'm going to get rid of our back drop so we can actually see the base of our object.
And I'm going to select with Edge select turned on and select these edge loops whilst holding down shift
as well.
Well select the wrong one sometimes happens.
Let's just start again so let's.
That edge there that one.
That one I'm going to zoom in so I don't make that one up.
There we go.
So I'm happy with that.
I'm going to.
I'm going to have to leave actually the inside one because these stop here in a point some going to
select that one.
That one and that one there.
That's fine.
So then delete the vertices.
They're someone that completely gone.
And now I'm going to selects this edge here and this edge on the inside and.
Go and search for bridging edged loops only use the space bar to bring that up amperage edge loops.
There we go.
So we've got a nice flat bottom going on there.
There appears to be a bit of a geometry funny bit of geometry going on we'll have a look of that in
the moment.
That may be something else still turned on.
Let's go and have a look.
There doesn't appear to be some funny artefacts going on there.
Let's see if there's any extra geometry some highlight the entire model and remove doubles for us to
see okay that's removed 30 vertices which is useful especially when we're trying to lower the lower
the triangle count.
I'm not quite sure what's going on there.
So I've had a look at the model and is unbelievably simple what's gone on why I've still got my curve
object actually visible.
I thought I'd turned it off but I obviously haven't.
So let's go into that now.
Have we go down here.
The base outline and the base curve are still showing.
That's going to confuse even me at this point.
So there we go.
Now we found out what's causing that.
We can go in and go back to our meche objects.
We should be able to see the inside.
That's what I was expecting to see.
And I'm literally going to feel this outside face.
There you go.
That's the bottom bit sorted now.
Up here we have a series of faces running around here that aren't necessary.
It's a single tube.
We don't need all that extra geometry because it's not deforming or changing shape around that.
So let's go in and I'm inside the model now as you can see are assumed in enough so I can see inside
the model and that's exactly where I want to be because I want to select in face select I want to select
this face loopier.
This one here.
This one here and that's it.
I don't wanna slit top or bottom one because when I delete the vertices it'll actually delete these
faces at the top and bottom as well.
So when I go X and delete the vertices it's actually left this with this here which is brilliant because
at the top we can select that edge loop there and then we can bridge the edge loops again.
And that creates far less geometry.
In fact we're now down to only or just under eight hundred triangles and that's a huge drop from what
we were on before.
Okay so I can guess here that a few of you a yelling at the screen go in Mike why haven't you just use
dissolving ages to get rid of those and you're quite right.
Why didn't I.
That's because I'm human unfortunately.
Yes.
Dissolving edges in this case may have been a more efficient way of doing this particular cut down of
polygons.
Unfortunately for some reason my mind wasn't thinking about that so I chose a different direction.
It just goes to show that blender is very versatile in the way that you approach it because there are
always going to be several solutions and you will find that as these sections get increasingly more
complex there will be more than one way to do some of it so don't worry if you went around and dissolved
edge loops and Thall might didn't do it that way.
Don't worry don't.
Seriously do not worry.
You have done it correctly I have done it correctly.
You might have done it quicker for me though but that is a great thing to do.
And whatever way you took do share that work.
In the discussions so I can see how you're getting on and tell me how did you do it.
And I will see you in the next lecture.