Image not available

1000x555

defenestrations-o....jpg

๐Ÿงต Untitled Thread

Anonymous No. 968167

Friend in VFX has mention it's not uncommon for people to Defenestrate other people if they use Tri's and NGons in their workflow.

Even if they then subdivide it once to quad the mesh.

What is Game development workflow like is it less strict?

Anonymous No. 968186

>>968167
I never understood the subdivision meme, why would you ever subdivide a finished model, even if you have perfect topology it still loses shape and becomes worse

Anonymous No. 968195

>>968186
Because that's how subdivision poly modelling works?

Anonymous No. 968197

>>968186
If you had perfect topology, then it wouldn't lose it's shape and the silhouette wouldn't be jagged.

Anonymous No. 968204

>>968197
catmull clark / open subdiv loses volume

Anonymous No. 968273

>>968186
3d modeling tools have always had modeling with subdivisions on in mind
It looks like an onion skin and you use the control points on the cage (your actual model) to shape the subdivisions.
Not everything goes in a video game

Anonymous No. 968284

>>968167
https://graphics.pixar.com/opensubdiv/docs/mod_notes.html
"Used sparsely, non-quads can be very useful to gather 3 or more diverging edge-loops"

Anonymous No. 968421

>>968186
>>968195
>>968197
>>968204
>>968273
there's actually a thread currently going about on how to deal with volume loss with subd >>966507
a couple of autist disscusing workarounds and alternatives. there's even a graphics coder trying to come up with novel solutions