Lesson 1

"The center cannot hold"

This is a common mistake people make when lofting a shape on circular path in 3ds4. The resulting object from this loft has a number of useless and unintentional extra faces and vertices at its center. The occurs because the circular path was either too big or too small. If the path was too big, you get a hole at the center of your mesh, like a tube. If the path was too small, you get a star-like mess of criss-crossing vertices at the center of the mesh.

These extra faces can cause two main problems. The first is obviously a higher face count, which can slow down rendering and increase file size. Secondly, the overlapping faces can do some really funky things to your smoothing groups. If you see weird radial patterns on an object that should be smooth, you'd better fix it.

Here I've selected the rogue faces on Guillermo Carrera's Anti-Infantry Turret. It doesn't look like a lot, but that's because all those faces are packed into a small area.

The best way to handle this problem is to turn on Weld Vertices before you loft the mesh. But if you forget to do that, you can still weld the vertices at the center of the mesh. In the case of the Turret, I simply selected everything, and hit modify/vertex/weld with the selection button on (remember to do this before you map the object because vertex welding will remove mapping coordinates). This removed 1200 unneeded faces. Not bad.

Back to tips and stuff