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Chapter 5. Model Optimization > Arm Optimization

Arm Optimization

Let’s begin by looking at Kila’s arms. (We’ll leave the hands for now, just concentrating on the arm itself.)

Before you start, make sure to press Z/Cmd+Z to undo the triangulation you used to get a polygon count. Or you can reload the file called Kila_Complete.mb.

With the model now back in quads, the polygon count will be lower, around 3342. Don’t let this fool you—Maya’s quads can be made from a number of triangles, not just two, so this number is not an accurate reflection of the number of triangles in the scene. We want this amount to be around 2600. When in doubt, it’s always best to do a quick triangulation to check the actual count.

1. Looking from the front, you can see three sections of polygons that can be removed because they affect the shape of the arm only slightly. These areas are highlighted in Figure 5.5. The best way to remove these polygons is to collapse the edges, so go ahead and do that now.


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