Subdivision Modeling
Subdivision Modeling
Hey guys,
This is probably one of the best tutorials I've seen so far for Blender users.
Just go take a look.
http://www.subdivisionmodeling.com/foru ... .php?t=907
This is probably one of the best tutorials I've seen so far for Blender users.
Just go take a look.
http://www.subdivisionmodeling.com/foru ... .php?t=907
SubD in games is going to be the next thingy, IMO.
Anyway, here's another interesting tutorial.
http://www.subdivisionmodeling.com/foru ... hp?t=10120
Anyway, here's another interesting tutorial.
http://www.subdivisionmodeling.com/foru ... hp?t=10120
why?dlangdev wrote:SubD in games is going to be the next thingy, IMO.
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Subdivision surfaces is a technique used for modeling. While the polycounts of models will increase with newer, faster hardware, never will any game EVER use Catmull-Clark or any other subdivision of surfaces.dlangdev wrote:SubD in games is going to be the next thingy, IMO.
Anyway, here's another interesting tutorial.
http://www.subdivisionmodeling.com/foru ... hp?t=10120
It is good for baking static lighting tho. Try baking the light onto a "subD" version of your columns and pasting that on the low poly version for the game.
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And why not? Subdivision is nice to get lots of detail out of the simplest forms. Saves memory and it is not that time consuming. If you can subdivide a mesh only in rendering time, the rest of the times, it can simply be stored as a low res model. Besides, it is much easier to rig a low poly character, and then, subdivide the mesh to get a much better looking model and natural looking joints. And would simplify significatly the use of LODs, perhaps.never will any game EVER use Catmull-Clark or any other subdivision of surfaces.
In this matter, i recall a game which tried to do exactly this, long time ago, Messiah, in the end, i think they never got it right.
Interesting tuts there!
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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Dude.
Im not really even sure how to reply to this......
But there is some work going on with the new geometry shaders that will try to actually move the vertices of the models to the outer edges, where the detail is needed, in real-time. Leaving less vertices in the center where they arent needed at that particular frame.
Calculating and quadrupling your polycount at each frame tho? Take a moment to think about what you are saying
Im not really even sure how to reply to this......
But there is some work going on with the new geometry shaders that will try to actually move the vertices of the models to the outer edges, where the detail is needed, in real-time. Leaving less vertices in the center where they arent needed at that particular frame.
Calculating and quadrupling your polycount at each frame tho? Take a moment to think about what you are saying
Signature? I ain't signin nuthin!
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- Joined: Wed Nov 29, 2006 4:07 am