I need to do the following in blender, but I have no idea how to:
Check the amount of tris/polygons and such
Smooth out the model in general, preferably not manually since it will take forever and not be that good
Texturing
I am a total newbie at this, sorry.
Thanks in advance!
Replies
If it's the normals that are messing up or looking odd; if you press CTRL & n (while the whole object is selected in edit mode) it will recalculate the normals.
Okay, the upper header on the right hand side there is a face count- fa:. This counts quads as faces. In edit mode it's about the selected shape otherwise it's the whole scene count. It mentions verts, edges and scene memory up there too.
Not sure where to find the tri amount though! I'm pretty new at Blender too. If you find out post it up here please!
Hellopeas: Thanks for the helpful post!
I know you're used to just posting shortcuts, but for new users it might be useful to name the action, rather than just saying 'ctrl-n'. First off, some shortcuts have changed between 2.49 and 2.5, and secondly it's just nice for a beginner to be able to find that tool/action in a menu as well. With people having the option to change their shortcuts now, there's also that third problem, certainly if people choose one of the presets to emulate max/maya/etc.
As for the tris. There's one way I know that works for now and that's by converting your quads to tris, which you can then undo. To do this make sure that the object is selected in edit mode and go to mesh > faces > convert quads to tris. Then the 'fa' amount in the top right will definitely be the tris. I thought that the 'fa' amount was quads but now I'm not so sure; I think it's just all faces.
Anyway, there's probably an easier way to do this but I find that this doesn't take too long to do and you can easily undo it so that the model is still quads (just make sure you save first just in case).
This is very vague. What part exactly do you want to know?
Correct. But selecting everything (A), and using Ctrl+T or Mesh->Faces->Convert Quads to Triangles (or 'Quads to Tris', in 2.5) obviously gives you the correct triangle number; then it's just a matter of undoing it.
It's Mesh->Normals->Recalculate Outside in 2.49 and 2.5, but in 2.5's search bar it's Make Normals Consistent. That said, if you're serious about Blender, Ctrl+N is one of the more useful hotkeys, since it tends to make a bit of a mess of the normals whenever it gets an opportunity.
If you mean the smooth by adding more geometry, like on this example http://www.borderbladetutorials.com/Subsurf.jpg then subsurf modifier is what you're looking for. In 3d view have the mesh selected and press ctrl+1 or ctrl+2 etc. to quickly assign a subdivision modifier to the mesh (1, 2 etc. mean the level of subdivision used). But these are just shortcuts, to have full control over the modifier, see the buttons window, under Editing, Modifiers panel, where you can manually assign subsurf and other modifiers.
e:// should read more carefully -.- what Zwebbie said.
If you're then looking for something related to that, you at least know which menu it's in.
http://www.artforcode.org/node/106
I don't know if this is possible, but if you guys add a bounty of your own to this, it will become more attractive to developers!
That art for code thing is interesting, is there any way for additional artists to offer a hand to increase the incentive?