Subject:
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Part building advice - too many triangles/quads?
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Newsgroups:
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lugnet.cad.dat.parts
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Date:
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Thu, 25 Nov 2004 05:12:28 GMT
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Viewed:
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4407 times
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Ive been working on 6898.dat, the cooks 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 Id
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 Id have to
redo that ring to fit any kind of slope I might add. (Im 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.
Theres 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 dont 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 hats symmetry, I split the top into 4 quadrants and used a
subpart. I didnt want to use 8 pieces, in spite of the angular symmetry,
because the ends wouldnt 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 Im 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 Im wondering if the sheer number of surfaces is just too many. Right now
the hats puff is done with longitudinal lines at 7.5 degree increments. I could
probably reduce the number of vertices close to the puffs vertical center
(y=-6) by taking out the lines closest to 0, 45, etc., which doesnt seem to
sacrifice much quality, but that doesnt 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 itll
probably be rendered only once in a scene, Im inclined not to change it. (Plus,
Ill 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 Im rambling here; I do a lot of thinking out loud
when I post. Can any more experienced part builders offer their thoughts?
Lummox JR
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Message has 2 Replies: | | Re: Part building advice - too many triangles/quads?
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| (...) 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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