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The of the next step is to tune the mesh. It's concluded in adjusting positions of vertices and edges that this set optimized and represents original mesh in best. While the vertices positions can be verified by images, the edges are the most confusing thing. The question is how the edges should lie over the mesh to optimize it in best. The most common situation is how to orient edge inside the quad: Sometimes, if the quad is practically planar (small part of door or small part of hood) it's decided to make internal edge - the shorter edge (the left situation). But when this quad represent a non-planar part of mesh it's a bit harder to decide: In this situation it's decided to choose the situation where the faces are less flat: It's evident that a < b and the choice is to right situation. Another way of tuning the mesh is increasing detail level. For example, in previous situation Break tool can be applied to internal edge. And then tune vertices locations: Increasing devel of detail has it's own questions on how to increase detail with as small quantity of new polygons as only possible. The most common approaches to increase detalisation is to use Break tool on edges level. It's used to insert new vertex in the middle of quad by breaking internal edge: Break and Reorient together are used to perform the following mesh optimization: There might be cases when it is easier to delete some faces (vertices or edges) and create mesh fragment ones again. Here it's very important, what how delete functions work: Deleting of vertices causes disappearing (deleting) of: Vertex #1 - Face #1 Vertex #2 - Face #1, #2, #3 Vertex #3 - Face #2 ... and so on Deleting of edges causes disappearing (deleting) of: Edge #1 - Face #1 Edge #2 - Face #1, #3 Edge #3 - Face #2, #3 Edge #4 - Face #3, #4 As it was written before, when deleting a vertex, it causes deletion of the faces, that uses this vertex; When deleting an edge, it causes deletion of faces that has this edge. The only tool that will be used and not in Modify\ is Create\Object\UniteSelect. In origin, this tool create a new object by combining (uniting) selected objects. It's used to create one object from several objects. But currently we are not interested in this feature of this tool. This tool works on vertex level as well and has the same function: it creates one vertex from several selected vertices. Thus, if you want to weld vertices, you choose this tool, select these vertices (and only these vertices!) and hit to unite them. The vertices might be anywhere, but it's recommended that these vertices are close enough to each other. An example will be in one of the final steps of this tutorial. This professional tip is destined to match the mesh to original car. It's is achieved in three steps: Load background image into 3DView Switching ZModeler to wire-render Adjusting camera Tuning the mesh To load background image into 3DView you must follow another steps, then you have followed while adding image to editing views: - Choose in Main Menu: Options\3D View\D3D Settings... - In Background section checkmark Image and hit Choose... button - In Textures browser add this image first (image should be converted to 256x256, 512x512, 256x512 or like this). Then choose this image in the list and hit OK. To switch ZModeler to wire render you uncheck in main menu Options\3D View\Shade, Fill modes\[v]Solid option. ("Wire" option should be checked there); Adjusting of camera is the hardest step, it takes a lot of time, but it's possible in most of cases. When the camera is adjusted you can tune the mesh. As you see it has some faults that can be fixed in several minutes with Move tool in Z axis: Well, lets move to next step and tune the mesh!

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