PEP Modeling: Editing Points, Edges, and Polygons
on this page: the basics | task summary
PEP modeling lets you edit the individual points, edges, and polygons
of objects in your scene. Used in conjunction with optimization editors
like the Polygon Reducer, PEP modeling can be a powerful way to build
models that appear complex, yet maintain a low polygon count.
Here are the basic steps to PEP modeling:
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Select an object in your scene by clicking on it.
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Turn the object into a PEP object: select the object, then press the Convert
to PEP object button:

This button will be grayed-out if your object is already a PEP object.
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Enter the PEP editor. Click on the PEP object to select it
and press Ctrl-e, or click the Select PEPs button:

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Position your view of the object.
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Select individual or multiple points,
edges, and polygons.
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Translate PEPs by dragging, or use the layout tools to align PEPs.
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Edit the PEP object:
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Once you edit the model, use the Normal Doctor to fix normals, crease
angles, or backface culling.
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Optimize the model by reducing the number of
polygons, or use the polygon
copier to break down and rebuild polygons.
Jump to: Tools to Use: Creating and
Editing Models