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The number of faces (polygons) is displayed in the Info Header at the top.

The default cube:

enter image description here

After adding a Subsurf Modifier it has 96 faces (2 subdivisions:

enter image description here

In a complex scene with multiple objects you would need switch to Edit Mode or move the object to an unused layer M to see only the number of faces for a particular object.

Before applying the modifier it is also a good idea to change toWireframe display mode to get an impression of how dense the mesh actually is.

The subdivision divides a face into four faces (per level) as mesh subdivision would do. Here an example with algorithm Simple because it appears more obviously.

enter image description here

Catmull-Clark:

enter image description here

The rough rule derived from the above info (without studying the paper) is

sub_faces = origianl_facesoriginal_faces * 4 * subdivision_level

it doesn't cover triangles and n-gons. For a more detailed describtion see:

Subsurf (thanks to @cegaton)

It provides formulas based on the number of vetices which seem to be more accurate.

The number of faces (polygons) is displayed in the Info Header at the top.

The default cube:

enter image description here

After adding a Subsurf Modifier it has 96 faces (2 subdivisions:

enter image description here

In a complex scene with multiple objects you would need switch to Edit Mode or move the object to an unused layer M to see only the number of faces for a particular object.

Before applying the modifier it is also a good idea to change toWireframe display mode to get an impression of how dense the mesh actually is.

The subdivision divides a face into four faces (per level) as mesh subdivision would do. Here an example with algorithm Simple because it appears more obviously.

enter image description here

Catmull-Clark:

enter image description here

The rule derived from the above info (without studying the paper) is

sub_faces = origianl_faces * 4 * subdivision_level

The number of faces (polygons) is displayed in the Info Header at the top.

The default cube:

enter image description here

After adding a Subsurf Modifier it has 96 faces (2 subdivisions:

enter image description here

In a complex scene with multiple objects you would need switch to Edit Mode or move the object to an unused layer M to see only the number of faces for a particular object.

Before applying the modifier it is also a good idea to change toWireframe display mode to get an impression of how dense the mesh actually is.

The subdivision divides a face into four faces (per level) as mesh subdivision would do. Here an example with algorithm Simple because it appears more obviously.

enter image description here

Catmull-Clark:

enter image description here

The rough rule derived from the above info (without studying the paper) is

sub_faces = original_faces * 4 * subdivision_level

it doesn't cover triangles and n-gons. For a more detailed describtion see:

Subsurf (thanks to @cegaton)

It provides formulas based on the number of vetices which seem to be more accurate.

added 215 characters in body
Source Link
stacker
  • 38.9k
  • 31
  • 144
  • 245

The number of faces (polygons) is displayed in the Info Header at the top.

The default cube:

enter image description here

After adding a Subsurf Modifier it has 96 faces (2 subdivisions:

enter image description here

In a complex scene with multiple objects you would need switch to Edit Mode or move the object to an unused layer M to see only the number of faces for a particular object.

Before applying the modifier it is also a good idea to change toWireframe display mode to get an impression of how dense the mesh actually is.

The subdivision divides a face into four faces (per level) as mesh subdivision would do. Here an example with algorithm Simple because it appears more obviously.

enter image description here

Catmull-Clark:

enter image description here

The rule derived from the above info (without studying the paper) is

sub_faces = origianl_faces * 4 * subdivision_level

The number of faces (polygons) is displayed in the Info Header at the top.

The default cube:

enter image description here

After adding a Subsurf Modifier it has 96 faces:

enter image description here

In a complex scene with multiple objects you would need switch to Edit Mode or move the object to an unused layer M to see only the number of faces for a particular object.

Before applying the modifier it is also a good idea to change toWireframe display mode to get an impression of how dense the mesh actually is.

The number of faces (polygons) is displayed in the Info Header at the top.

The default cube:

enter image description here

After adding a Subsurf Modifier it has 96 faces (2 subdivisions:

enter image description here

In a complex scene with multiple objects you would need switch to Edit Mode or move the object to an unused layer M to see only the number of faces for a particular object.

Before applying the modifier it is also a good idea to change toWireframe display mode to get an impression of how dense the mesh actually is.

The subdivision divides a face into four faces (per level) as mesh subdivision would do. Here an example with algorithm Simple because it appears more obviously.

enter image description here

Catmull-Clark:

enter image description here

The rule derived from the above info (without studying the paper) is

sub_faces = origianl_faces * 4 * subdivision_level
Source Link
stacker
  • 38.9k
  • 31
  • 144
  • 245

The number of faces (polygons) is displayed in the Info Header at the top.

The default cube:

enter image description here

After adding a Subsurf Modifier it has 96 faces:

enter image description here

In a complex scene with multiple objects you would need switch to Edit Mode or move the object to an unused layer M to see only the number of faces for a particular object.

Before applying the modifier it is also a good idea to change toWireframe display mode to get an impression of how dense the mesh actually is.