MoI and Displacement Modelling
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 From:  Michael Gibson
1967.13 In reply to 1967.11 
Hi Keith,

> As far as I understand things less polygons is better
> because it uses less memory.

That's usually the case if you want to render the object with its current shape.

But if you want to modify the shape to do stuff like add craters and lumps in it, stuff like that then in that case it can be useful to use a much more dense mesh so that there are enough points in the middle of a shape to be pushed around.

In cases like that where you want to edit the kind of inner pieces of an object that is when you might need to make more polygons to make that possible.


Another example is animation - if you want to animate an object to do something like make if flex and bend, it will probably need to be made up of a larger number of points more evenly distributed throughout the object.


There are a lot of different kinds of things you can do with a model, so there isn't only just one single rule to follow in all cases - for different tasks you may need to create polygons in different ways.

Sort of the default way is more oriented towards just rendering the object directly so by default it is usually focused on making the lower polygon count style.

- Michael
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 From:  BurrMan
1967.14 In reply to 1967.12 
As far as the polygon count, It depends on its use and inteded result. Yeah spending $1 to by a car sounds like and sometimes is a good Idea, Sometimes you want to spend $300,000 to get the McLaren F1! Just depends on what you WILL do with it.

[EDIT]
Once again Michael beats my post so I seem redundent....Please refer to the post just previous to this one.
Burr
[edit]
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 From:  keith1961 (KEITH)
1967.15 
burrman and all
Your points are all well made and informative. Thanks a lot. I'm learning fast.
Keith
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