While we're at it, sorry, but that is not a beautiful lamp. If you look at it closely you can see that you haven't smoothed the mesh at at all, that's why you need so many triangles to get something like a smooth shape. You could have done that with something like a third of the polys that you used and you are never going to get that close to the object anyway.The stretcher issue involves cylinders or round shapes. There is a trade off in sub-divisions with such objects. In Blender the more sub-divisions (ie; triangles), the more natural the cylinder will appear. The less sub-divisions the more rougher the cylinder will appear. I prefer it to look as realistic and smooth as possible, and practical, which means more subdivisions. BTW this is a common problem with anything curved/rounded, as I think you know.
I recently completed re-working the mesh of the Laurel Line Street Light #8 by LWVRR (aka Scott) as a new item with a light cone and some other features (BTW now available for download on the DLS). It is a small but beautiful highly complex shape item that clocks in at 1,370 triangles (not counting nightmode!). Here is what the mesh looks like:
Here is what the item looks like in Surveyor:
![]()
To get this beautiful shape requires a lot of triangles. Sure I could make a simple box light or cylinder light but where's the art or beauty in that?
Now how do I keep that beautiful lamp and still meet the 500 or less polygon limit?
Paul