Re: Determine Texture Surfaces for Blender Models
Yes, every surface is defined using triangles. That's how every program for 3D modeling works. Sometimes there are quads but they usually get converted to triangles.1. In Blender, it seems that once I do a number of operations on an object, it gets subdivided into surfaces, sometimes in very unexpected ways (for example, it seems that a single surface can't have any holes, so it gets split in a way that there are no holes.--Am I correct in that assessment?)
No, of course not, that would be almost impossible. What you do is define a set of material names. Then you select a set of faces (the triangles) and assign a material name to that group of faces. You do that until every face is part of a group with a material name. While in Blender that has another advantage: you can select (or unselect) all the faces that have the same material assigned. Very handy if you don't want to smooth everything but only a specific set of faces. (You don't want to smooth glass surfaces.)But in Blender, that face is subdivided into multiple faces (see screenshot) and I have noticed that if I apply lots of operations, there may be hundreds of subdivisions. Do I have to name every surface in Blender?
As I said in my previous response: Import with magnetism OFF. That prevents a conversion rounding from metric to imperial on the imported object (the internal object definition). The display will be in imperial but the actual object will remain metric. There is no program that I know of that can save an object in imperial measurements, no matter what file format you use, it will always be stored in metric....but if I have an object that is 20" or 50-ish cm high, it imports into SH3D as about a quarter inch high,