| Architectural models tend to be large, that is, contain | | | | when none exists. Design your models with efficient |
| a high number of faces and vertices. It is imperative | | | | presentations in mind. Do not model parts of the |
| that you develop good modeling habits to minimize | | | | building that will never be seen in the final rendering. |
| the complexity of your models. Try to avoid | | | | Do not model details that are too small to show at |
| becoming obsessive about a high degree of accuracy. | | | | the final rendered resolution. Instead of long, boring |
| Most 3D Programs are not a CAD programs but a | | | | walkthrough animations, try to design a presentation |
| visualization tool. Learn the methods of working as | | | | that will be snappy and contain the highlights of the |
| accurately as possible-Units Setup, Grid Snap Settings, | | | | information you are conveying to the client. Once |
| Snaps, for example-but keep in mind that when | | | | again, each face and each vertex in your model take |
| objects are seen in perspective size is relative to | | | | computer resources to store and process. The more |
| distance and camera angle. | | | | complex the model gets the less RAM memory is |
| Use "simulated" geometry when possible. Instead of | | | | available for processing the rendering. If you reduce |
| creating a 3D chain link fence with all its faces and | | | | the face/vertex amount, you can often cut the |
| vertices, see if you can get away with an Opacity | | | | rendering times enough to equal the speed of adding |
| map material on a flat plane. Use Bump maps and | | | | a new computer to the network. |
| Opacity maps to create the illusion of 3D geometry | | | | |