There’s no way that could be done with 14 vertices even if you get rid of all the redundant geometry; just the visible faces alone would need 19 vertices. If the rest of it looks like I imagine, it would be 42 verts.
this can’t be right, if constructed correctly (which admittedly, it isn’t,) the number of vertices couldn’t possibly be odd. It’s basically just a somewhat complex front face extruded forward a bit, so the vertex count should be 2n, the entire area between the front and back should be all squares and contain no additional verts of its own.
you know, i don’t actyually need sharp edges here, infact i’d prefer them to be rendered more smoothly. if this is indeed the case, is there any way to join those up and make it not split ?
does anyone know of a simple tool to fix this object? All i’d really need is something to check the angle between two edges, and to merge them(and remove the intervening vertex) if that angle is below a certain value. I think in most of these cases, that angle is almost zero/180
how complex would it be to write such a thing myself? mesh processing is a new area for me.