This chapter discussed how to use the STL Check modifier to detect geometry errors in the character mesh. This modifier detects bad subobject problems, such as duplicate vertices or faces, crossed edges, and open faces or edges. By carefully analyzing the problem areas, we can usually resolve the errors by welding vertices or deleting and re-creating faces and edges. We tested optimization by applying Optimize and MultiRes modifiers, which decreased the face count dramatically from more than 10,000 faces to about 5,200, well within our final target face count. Then we attached the character mesh to seven main components—the head, two eyes, torso, arms, hands, and legs—in preparation for the next chapter on UV mapping.

Every act of creation is first an act of destruction.

—Pablo Picasso

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