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       The aim of the next step is to fine tune the mesh. It's concluded in adjusting positions of vertices and edges that the 3D shape remains optimized and at the same type represents original mesh in best.
       While the vertices positions can be verified and tuned according to images, the edges are the most confusing thing. The question is how the edges should lie over the mesh to optimize it in best. The most common situation is how to orient edge inside the quad:

       Sometimes, when the quad is almost planar (some part of doors, hood and roof are almost planar) it's preferable to make "inner edge" to be the "shorter" edge (the left situation on the image above).
       But when the quad represent a non-planar part of mesh, then it's a bit harder to decide whether:
       In such a situations it's the "less flat" combination is the choice. Below, the angles between planar quad and the curved one are marked as a and b:
       Obviousely, a < b and the choice is to right situation (more curved).
       Another way of tuning the mesh is increasing detail level. For example, in previous situation Break tool can be applied to internal edge. Then fine-tuning the vertices locations reaches the goal:

       Increasing the level of detail one have to keep in mind the track of polygon count. Increase the detail with as few polygons as only possible.
       The most common approaches to increase detalisation is to use Break tool on edges level. It's used to insert new vertex in the middle of quad by breaking internal edge:

       The sequence Break - Break - Reorient is used to perform the following mesh optimization:


       Sometimes it's easier to delete some faces (vertices or edges) and re-create mesh fragment ones again, making more details or laying the faces the more optimal way. There is a very important to know how delete functions works:

Deleting of vertices causes disappearing (deleting) of:

  • Vertex #1 - Face #1
  • Vertex #2 - Face #1, #2, #3
  • Vertex #3 - Face #2
    ... and so on
    Deleting of edges causes disappearing (deleting) of:
  • Edge #1 - Face #1, #2, #3
  • Edge #2 - Face #1, #3
  • Edge #3 - Face #2, #3
  • Edge #4 - Face #3, #4
           As it was written before, when deleting a vertex, it causes deletion of the faces, that uses this vertex; When deleting an edge, it causes deletion of faces that has this edge.

           There is one more tool we shall use for optimization: the Create\Object\UniteSelect tool.
           When applying this tool on objects level (not our case currently), the tool create a new object by combining (uniting) selected objects. It will be used later to create one body from to halfes.
           Currently, we shall use this tool on vertices level. Once applied on vertices level, the tool creates one vertex from several selected vertices. Thus, if you want to weld vertices, you choose this tool, select bunch of vertices (only vertices you are going to weld!) and click to apply the tool (SEL button can be either pressed or not). The vertices might be on any distance, but it's recommended that these vertices are close enough to each other. An example will follow in one of the final steps of this tutorial.


           This professional tip is used to match the mesh to original car.
           It's is achieved in three steps:

  • Load background image into 3DView
  • Switching 3D View to wire-rendering mode
  • Adjusting the camera
  • Tuning the mesh
           Load background image into 3D View the same way you did it with blueprints in editing views.
           To switch 3D View to wire render you have to uncheck the Settings\Shade,Fill\[v]Solid and check the Settings\Shade,Fill\Wireframe\[v]Enabled options in pop-up menu of 3D View.
           Adjusting of camera is the hardest step, it takes a lot of time, but it's possible in almost all cases. Refer ZModeler's manual for combination of keys (CTRL, SHIFT) and description on how these combinations can cadjust the 3D view. When the camera is adjusted you can tune the mesh.

           As you see the mesh doesn't match perfectly and it can be fixed in several minutes with Move tool. Note, blueprints are not guaranteed to match the car perfectly, while the photos do. So, you should be ready that the mesh aligned by the photo might not match the blueprints anymore. That is whay it's recommended to use this mesh tuning aproach as the last step in modelling the car.

           Well, lets move to next step and tune the mesh!


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