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Finally, after I've baked my model to Editable Poly and sort of burned in my subdivisions, I might take the opportunity to do a final pass at optimization. Once I've done this bake operation, I actually can have access to the individual sub-objects that were generated by the Turbo Smooth modifier. So I might want to go through here and maybe remove some of this detail. So, in this area here, this is a fairly straight section here, a fairly straight area of my barstool.
So I don't necessarily need these edges here. So I can actually, after I've baked the model, I can make a final pass at optimizing or do any kind of fine details, make whatever changes that can only be done at this very fine level. So, for example, I can select an edge loop, get in a little bit closer here, select that edge and click Loop. I can remove that edge loop. If I just click the Remove button or hit the Backspace key, it actually doesn't change my polygon count very much, if at all, because if I go to Vertex, you'll see that those vertices have been left behind.
So, I'm going to undo that with Ctrl+Z. I just want to show you if you use the Ctrl key when you click Remove or use Ctrl+Backspace, you can remove that edge loop and all the associated vertices. So I'll click Ctrl+Remove, and you'll see it's actually changed the curvature. This is now a straight line here. If I go to Vertex, I don't have any of that leftover vertex garbage. So, I could make this a perfectly straight line by deleting these two edge loops as well. So I just select one and then Ctrl +Select one of these here. Oops! Alt to unselect, get in little bit closer, Ctrl+Select, and then click Loop.
I've got both of those edge loops selected. This time, I'll use the keyboard shortcut, which is Ctrl+Backspace. Now, I've removed the edge loops and their associated vertices. Finally, I might want to move this edge loop down a little bit, so there will be some amount of curvature there. So, I'll select this one. Sometimes, it's a little bit tricky to select, but there I've got it and click Loop, and then I can transform that. I can move it down and/or scale it. I can grab the Scale Tool. The Scale Tool is still remembering that I was using World coordinates and the Transform Coordinate Center.
So I can go back to the default, which is Use Pivot Point. In this case, it's just using the average of the selected vertices or edges. I can just scale that down a little bit. I've had a net loss of polygons here. I've lost a couple hundred polygons just by doing that. Then I would save my file out again, and that would be my final version of this barstool. That's our lesson on subdivision surface workflow.
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