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So, there was a question about why the polygons look so ridiculous when imported to Blender from Adobe Illustrator? Well, in a nutshell, vectors are theoretical spaces that are then interpolated by polygon triangles and rectangles (made of 2 triangles at times). So, deleting all of the new polygons an SVG creates in blender from illustrator allows us to see the edges and vertices alone in edit mode. Then a single polygon triangle or quad can be made, and then using a repeat (F) key in edge mode, you can keep adding in a sequence on your mesh (to a point). Counting the vertices in one side and another of the castle door to roof and walls is important. Learning to select two or more vertices and then subdividing them and doing the math 2xvertices=a 2*a=b 2*b=c and so on, will help. Then you can go in and cut and slice making more polygon choices if you are going to do real extruded and complex 3d or simple motion graphics with shapes or text. This is by no means the best way to do it, but an explanation on what is happening in the guts of Blender, 3ds max, maya, etc.
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