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It may be a good idea to save or hold your scene at this time. When viewed from below, it should be obvious that the house is not a solid form. Nonetheless, from above, it should still resemble Figure 4.18. This fact is the precise point of all these combinations of Mesh Select and Delete Mesh modifiers: What was once a 48-polygon house should now be a 39-polygon house, with no loss of visible detail. This can, again, be verified by the Summary Info under the Edit menu. While this might not seem that drastic a drop for the amount of work you have performed to get nine polygons shaved off, a better way to think about this process is that we reduced the entire scene by almost 20 percent. If you maintain this process while modeling, a neighborhood of 100 homes drops to less than 4,000 polygons from nearly 5,000. This saves the game rendering engine valuable calculation time, which directly translates into faster game play. Also, remember that the modifiers we have added are cumulative, parametric, and non-destructive. This means, at any time, you can get back into the stack and edit any parameter, all the way back to and including the line that formed the initial house shape. This would not be the case if we used Edit Mesh and deleted polygons at the Sub-Object level (or just deleted polygons from a collapsed, editable mesh object). Renaming the StackAt this time, the modifier stack of the two objects in our scene should be relatively short, compared to what they will shortly become due to specific texture-mapping requirements. The order and parameters might still be fresh in your head, but lets assume that this scene is going from one artist to another, and then a third. It is important that we label the modifier stack so it is clear what each operation is doing, and how it affects the rest of the stack.
If we examine the list, we see a history of all the modifications we have performed to the base objectin this case, a Line. First, an extrusion was performed, giving the shape depth. Next, some part of the object geometry was selected and deleted. Finally, another selection of some part of the object was performed and then deleted. To clarify what selections and what deletions were performed, lets edit the modifier stack slightly. These modifications are only in name, and will not affect the current state of the object. This being the case, it is important that you do not change any setting inadvertently while renaming existing modifiers within the stack, especially when you are at a level of the stack with a yellow Sub-Object button active (make sure you leave these selections alone at this time!). You will be jumping back and forth from the Modifier Stack drop-down list and this Edit Modifier Stack dialog box, and caution is prudent.
You should now have a modifier stack that looks like Figure 4.22. Save or hold your file.
Applying MaterialsNow that our low-resolution house has been modeled, we can add texture maps to vastly heighten the realism of the house. To do this, you will continue to use the same methods of creating a non-destructive modifier stack and then renaming it during its creation.
Creating Material ID and Mapping CoordinatesYou should now have something that looks like Figure 4.23. It is expected that the materials will not be mapped appropriately at this time. This is because you have only applied the material to the object and have not assigned mapping coordinates or material ID values to individual polygons. Well do this now to first control the selection and then the placement of individual textures.
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