Question about efficiency in modeling
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Hi there, I have a question.
I currenty create a model of a complex building and I came up with a question.
Until now I deleted every face which is not visible in the model. For example in the inside of a wall. Now is this a bad thing?
Here a screenshot of what I mean:
The face behind the triangles is normally invisible from the outside. If I keep it like that the floor has six corners - resulting in multiple triangular polygons.
But if I draw the line behind the walls, the floor can be converted into a single polygon.
If I draw stuff like that, will I end up with a lower polygon count?
Thanks.
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I'm a little confused by your question. A polygon in SketchUp can have any planar shape, it does not need to be triangular. Your six-edge figure will be a single polygon unless it is not planar, and if it is not planar drawing the interior line won't make it so.
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Normally the best is to build volume "waterproof" if you want only skin!
Will be useful if you want later make 3D Print! -
Thanks for the replies,
I want to use my model in a game and I guess the model will work with triangular polygons. This is my concern.
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Ah yes, many other modeling systems are based on triangular faces. I hadn't realized you need to export the SketchUp model to one of them. However, to prevent your bottom face from being over-triangulated you will need to isolate it from the rest using Groups or Components. Otherwise where the walls touch the floor will break up the floor even if you draw the line across the gap, and the export will therefore cover it with a bunch of smaller triangles.
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SO I need to seperate every face which sticks to other faces by for example groups and do such lines/faces like shown in the OP to simplify faces?
Well sounds like alot of extra work. Do you happen to know if there is a plugin for that? Atleast for the seperating task?
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If problem is triangulation surface you can use Triangulate faces by Tig
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It's not that hard to organize your drawing with groups. For a rectangular floor you just draw a rectangle (Or rectangular prism for depth) and group (with a hot key). Go along and build your walls above. Group them so they don't interact with other touching geometry (Like the roof). Grouping (or using components) makes modeling easier.
Whether the program you are going to recognizes the groups is another question--or does it just add all the intersections anyway. if it does not keep the groups independent, then only draw visible faces.
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I currently work on my models with the help of your feedback.
Now I noticed something like this:
If I connect the planes on the left and right, some kind of clipping happens and looks quite ugly. Is this likely to happen in other engines, too? I dont know which engine I will use so I cannot test it...
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Sorry, I can't understand from your post quite what is the problem. Is the image intended to show the "some kind of clipping"? If so, I don't see it. If not, maybe you could post an image that does show it? The arrow on your image points to an edge. Without seeing the model, I can't tell you why this edge is visible or what will happen if you erase it - quite possibly there is a small misalignment.
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Yea I am talking about this hidden plane. To fight "overtriangulation" in the engine I thought connecting the light planes on the left + right to a single plane.
I will stop doing stuff like this and continue on my model. Once I finish it I will upload it here and you might give me tips on problems you notice, okay?
But this will not happen soon as the model is far from being finished.
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Good. Glad you are making progress.
There is probably an internal wall under that top surface and perpendicular to it. Why not continue with your project (WIP) and post the model, and ask how to do things? In this case what do you want to do? Get rid of that light-colored line? I think there's an internal face you need to delete.
If you don't know what renderer you will use, it's hard to say what the result will be, but most likely it will look quite different than in SketchUp. Fretting about the appearance in SU might be a waste of time, before you see the results in the renderer. Divisions in coplanar faces are generally not visible in a renderer, if the material is the same.
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@unknownuser said:
Now I noticed something like this:
If the surfaces are really "coplanar" & "pasted" & same color / Material and the "edges" not enabled (if it can) in the render engine
all will be rendered as a same surface!
(Remark the differences between images 2 - 3 with or without edges! 3 seems more light!)
It's the case in the fabulous free real time Visualizer!
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Erase the edge and that hidden plane should go away.
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