vrml import!

I have some problems using imported vrml in blender. If the objects are just used as they are there is no problem, but if I want to change them or even just put texture on them it is impossible because of all the lines. It seems that a simple wall is devided in way too many faces. Any suggestions? How can I make the shapes simpler after importing?

elise, welcome to blender artists. It seems that your imported models are coming in triangulated - due to vrml’s limitations. There are a couple of methods to help with “refining” an imported mesh: first be sure that all duplicated vertices are removed (W-key menu -> remove doubles [in edit mode with all verts selected - Ctrl-A toggles]); second, convert all the triangle faces to quadrangle faces (Alt-J [in edit mode]); then be sure that all the face normals are pointing in the desired direction, (usually “outward” tho not always depending on your scene) (Ctrl-N -> Recalculate normals outside [in edit mode])

If, after performing these steps on your import, you still have “too many faces” on your “simple wall”, then there is a modifier known as “decimate” which might allow you to simplify your mesh. It attempts to reduce the vertex count without changing the shape of your mesh. It is very generalized in its scope, so if you need specific refinement performed, you should directly edit those situations.

If your meshes aren’t able to be redeemed via these methods, perhaps choosing another translation format from your external application (a CAD app, maybe? if you’re importing “walls”) would be advisable. If its another DCC app, then look to OBJ format. If it is CAD, then try STL if available, or 3DS if not… DXF as a less-reliable choice.

Keep us informed of your progress!

Hi and thanks for the tips!
Well, it doesn’t seem to work, nothing exept for the ALT-J changes the object at all.
I guess this is a pretty simple thing to build in blender, even for an amateur like me, but it would be nice if it worked anyway.


elise, looks good!

Keep in mind that mesh editing is not like solid modelling, or even most vector CAD apps - there will be those diagonal “seams” between faces that are required simply to construct the shape you have there with only faces, edges and vertices. There are no “surfaces” that appear seamless (even though they’re really not - the app merely hides this from the user while blender doesn’t (in edit mode anyway)) such as you’d have with a NURBS modeller (Rhino, for example).

However, this isn’t a bad thing at all - it just means that you have to account for this fact when modelling - a practice often referred to as proper “edge loops”. Normally you hear this term used when referring to organic-type modelling, such as making a human face. However, this is an important aspect of any mesh modelling - even the “blocky” man-made sort, and mesh models must have a proper “topology” in order to be properly utilized for downstream functions such as uv mapping or armature deformation.

Now, if these downstream functions aren’t going to happen, then a mesh like you have there will render out just fine as is. As long as these adjacent faces are co-planar there will not be any detrimental affect by their presence at render. No worries.

Over time I suspect you’ll learn your proper methods of construction in order to avoid any subsequent-workflow-induced snafus.

I can tell I have alot to learn!
Thanks for your help!