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In This Chapter

So far in this book I've been stressing the need to keep the face count of your modeling to an absolute minimum for efficient use of computer resources. However, there are times when you have to add more faces to a model to get the detail you need in the final images. Knowing how to add extra detail with a minimal impact on the system is an important part of the process of efficient modeling. The concepts presented in this chapter not only address adding that detail, but also how to control the number of faces for optimized models.

The tools presented in this chapter will help you add detail to the landscape you created in Chapter 6, 3D Primitives: Building Blocks. We'll look closely at the Hierarchical Subdivision Surfaces (HSDS) modifier and displacement mapping, two tessellation techniques that increase the number of faces in a mesh while controlling optimization. We'll also delve deeper into some advanced functionality of the Edit Poly modifier to extract information from existing models that can be used to distribute objects throughout a scene.


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