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 CAD / LDraw Files / Parts / 5521
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Subject: 
Part building advice - too many triangles/quads?
Newsgroups: 
lugnet.cad.dat.parts
Date: 
Thu, 25 Nov 2004 05:12:28 GMT
Viewed: 
4230 times
  
I’ve been working on 6898.dat, the cook’s hat, and I think I nearly have a finished part to submit. The hat of course is in reality a more “sculpted” piece without true 8-way symmetry, but I decided for simplicity to make it symmetrical. The bottom of the hat is also not supposed to be flat, so this I’d like to change. For completeness I threw in a homemade ring along the bottom to join the 14-radius outer edge with the 13-radius inner edge, but I’d have to redo that ring to fit any kind of slope I might add. (I’m thinking a 1/10 gradient, since it scales easily and is darn close to the real thing.) Overall I like the way it looks right now.

There’s one problem that nags me: It has a ton of triangles, quads, and lines--more so than many curved parts. Without manually counting out the surfaces (I don’t know if any tool I have actually does that), I figure the “puff” of the hat--the rest is mostly primitives--has the following counts:
  • 72 solid lines
  • 64 triangles
  • 336 quads
  • 676 conditional lines
Because of the hat’s symmetry, I split the top into 4 quadrants and used a subpart. I didn’t want to use 8 pieces, in spite of the angular symmetry, because the ends wouldn’t join properly. (Of course if I really wanted to trim down file size, I could probably pull out the lines along quadrant edges and diagonals and just chuck those back into the main file, then do some sort of diagonal mirror matrix with a BFC invert. Naturally I’m not itching to do that.) The original file without any subpart use was around 111K. The current files are about 2.2K for the main part, 29.2K for the subpart.

Anyway I’m wondering if the sheer number of surfaces is just too many. Right now the hat’s puff is done with longitudinal lines at 7.5 degree increments. I could probably reduce the number of vertices close to the puff’s vertical center (y=-6) by taking out the lines closest to 0, 45, etc., which doesn’t seem to sacrifice much quality, but that doesn’t work near the peak. (When viewing edge-on, the top looks like a bunch of spikes if vertices up there are removed.) Overall the thing just plain looks better the way it is, and since it’ll probably be rendered only once in a scene, I’m inclined not to change it. (Plus, I’ll run into the same issue if I ever work up enough masochism to tackle a female hairpiece.)

You can take a look at the (very very unofficial) part files in progress here:

http://lummoxjr.byond.com/lego/6898.dat (parts/)

http://lummoxjr.byond.com/lego/6898s.dat (parts/s/)

The files are riddled with comments I made during the build process. The image below I made in LDView with cook.dat, which is available through the image link.

Forgive me if I sound like I’m rambling here; I do a lot of thinking out loud when I post. Can any more experienced part builders offer their thoughts?

Lummox JR





Message has 2 Replies:
  Re: Part building advice - too many triangles/quads?
 
(...) The part looks great. As far as file size, I don't think 29.2K is too large at all, especially for a complicated curvy part like this. Others may disagree but I thinl that quality should never be sacrificed for file size concerns. -Orion (20 years ago, 25-Nov-04, to lugnet.cad.dat.parts)
  Re: Part building advice - too many triangles/quads?
 
(...) I think the filesize:quality ratio is good. I notice that almost everything is coded to 4 decimal places. Except when (and maybe not even then) a surface joins to a circular primitive, 3 DPs should be sufficient in parts (0.0001 LDu < 0.00002 (...) (20 years ago, 25-Nov-04, to lugnet.cad.dat.parts, FTX)

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