Have some questions, need some help

Heya people I just started using Blender (5 days ago) and need some help with some things in regarding modelling. I`m mainly modelling with the intent of making games so please help me towards that direction.

  1. If two object mesh overlaps each other, do I have to use the boolean function to make it so that it doesn’t overlap? If not what do I do when two object mesh overlap?
    1.1 What are the implications if the two objects overlap?
    1.2 I noticed when boolean function is used, more faces are created. Since I need fast rendering in games, if I do not use boolean function, will my models have a faster render?

  2. I made some translucent glass test tubes. One test tube had ~80 faces and another test tube had 1200 faces. The test tube that had 80 faces had waves in the test tube when rendered which is supposedly because light is not refracted properly due to lack of faces. The test tube with 1200 faces had rendered perfectly. The thing with this is that I`m attempting to create a science laboratory which may consists of 100+ test tubes which would be 120k faces which is obviously way too much for a game.
    2.1 What do I do to achieve a low poly test tube with perfect rendering?

  3. How do I extrude/make a edged curve or a basic curve out of an existing mesh? (e.g. bladed sword)

Help is greatly greatly greatly appreciated.

1: I don’t think there are particular problems if mesh overlaps each other(except when applying some physics to them), at example you can place a sphere partially inside a cube, depends what you want to obtain. I usually don’t use boolean functions since they generate a not so good topology.
2: Is all about placing in the right manner the faces…you will learn with time :slight_smile:
3: don’t understand well the question…if you made a blade and you want to do a curve out of it, select vertices(or edges),duplicate them with shift-d, then press p/separate selection. In object mode select the created thing and then object/convert to/ curve.

Then there are http://wiki.blender.org/index.php/Doc:2.6/Manual and google :slight_smile:

For your test tubed you can use instancing. Just create a simple plane, then duplicate that plane (IN EDIT MODE) and place the duplicate faces where you want each tube to be. Then create a particle system, set it to hair, and then have it emit that test tube object. you can even create a group of test tubes and it will pull random tubes from that group. This way, blender only has to create one tube and then distribute that around.
You need to make sure that the object origin for each tube is set at the bottom of that tube. Also, in your particle settings, make the emit count the same as your face count for the emitter object. You can just set the emitter to not render in the display panel.
Here is an example screen and blend file. I only created one cylinder, and distributed that around.



tubes.blend (514 KB)