Chapter 5
Creating Anything You Can Imagine with Meshes
IN THIS CHAPTER
Working with vertices
Keeping good topology by taking advantage of loops and rings
Applying modifiers such as Mirror, Subdivision Surface, and Array
Polygon-based meshes are at the core of nearly every piece of computer-generated 3D artwork, from video games and architectural visualization to television commercials and feature-length films. Computers typically handle meshes more quickly than other types of 3D objects like NURBS or metaballs (see Chapter 7), and meshes are generally a lot easier to control. In fact, when it comes down to it, even NURBS and metaballs are converted to a mesh of triangles — a process called tessellation — when the computer hardware processes them.
For these reasons, meshes are the primary foundation for most of Blender’s functionality. Whether you’re building a small scene, creating a character for animation, or simulating water pouring into a sink, you’ll ultimately be working with meshes. Working with meshes can get a bit daunting if you’re not careful, because you have to control each vertex that makes up your mesh. The more complex the mesh, the more vertices you have to keep ...
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