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Hi all, 
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I am starting to use TopMod, and found this on page 1 of the User Manual: 
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<p>"We believe that the popularity of polygonal modeling comes from<br/>one of its under-appreciated advantages over other modeling approaches.<br/>If the polygons are not triangles or quadrilaterals, the<br/>faces are not geometrically well-defined. With geometrically illdefined<br/>faces, self-intersection becomes meaningless. So, any commercial<br/>system that allows general polygons does not check selfintersection<br/>and avoids the cost of self-intersection computation<br/>which can considerably slow down the application during interactive<br/>modeling.</p>
<p><br/>The omission of automatic self-intersection avoidance is typically<br/>not of concern to most users, since they can easily avoid selfintersection<br/>manually. Given a choice users usually prefer interactivity<br/>and higher speed in their applications.</p>
<p>On the other hand,<br/>when users become more advanced, their main complaint becomes<br/>the limitations of the tools. For instance, opening a hole or adding a<br/>handle can require huge amount of manual work. Therefore,<strong> modeling</strong><br/><strong>a very complicated shape with huge number of holes and handles</strong><br/><strong>can be an uphill task even for experienced users.</strong><br/><strong>The limitations of the polygonal modeling tools in commercial systems</strong><br/><strong>stems from polygonal mesh representations.</strong></p>
<p>Most commercial<br/>systems, for convenience, allow many non-manifold representations<br/>and manifolds with boundaries. Several manifold representations<br/>that are particularly useful for algorithm development are<br/>not considered valid even if the underlying data structure can support<br/>them. These decisions make sense in the early stages of commercial<br/>system development but eventually become a burden for<br/>tool development."<br/><br/>My question is,  is this type of modeling something that could/should be added to Blender? <br/>I can always export a mesh from TopMod to Blender, but thought this might be something to consider. </p>
<p>Thanks, <br/>Cal McGaugh</p>
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