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Showing results for tags 'subd'.
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In this other video one modeler in Pixar explain why use subdivision Surfaces AND he shows an example with toy story environment. SubD Surfaces is other type of entity used for preview, the subdivisions are not destructive. If Pilway want to have new users using modeling room, developers need to provide this workflow because It is used in most of the industries in real production. Live smooth is not the answer, because It creates an sculpt object instead of work with the same object, it's slow and the feedback is not in realtime, you can't choose the subdivision algorithm. For standard workflows developers should provide the necessary tools to the artist. This is one of them that is missing in the modeling room. Please don't reinvent the wheel for this standard workflows. You can find the same workflows in other 3d modeling softwares. Here are more documentación about subdivision Surfaces workflow. http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling https://download.autodesk.com/us/maya/2009help/index.html?url=Subdivision_surfaces_overview_What_are_subdivision_surfaces_.htm,topicNumber=d0e248732 https://download.autodesk.com/us/support/files/subds.pdf https://graphics.pixar.com/library/Geri/paper.pdf https://rmanwiki-26.pixar.com/space/REN26/19661421/Subdivision+Surfaces https://rmanwiki-26.pixar.com/space/RFM26/21037087/Subdivision+Surfaces+in+Maya
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Here's the first of my questions, and apologies in advance if it's a case of RTFM. There's a host of info out there and parsing through all of it in a short time can be overwhelming--so here I am, asking you. I started by bringing in a .lwo object of a human figure. It's a pretty low-poly base mesh smoothed in subD. In the import process I was asked how many polygons I wanted to use, which gave me pause because i really wasn't sure how to answer. I picked an arbitrary intermediate value and then went to town unwrapping the model. The unwrap process was a dream, by the way--bravo! When I exported the model back to a .lwo, I ran into the issue that brought me here. No matter what I did, including specifying exporting a low poly model, the resulting .lwo's base geometry was changed from the original--it was smoothed a great deal with a higher poly count. Is this result typical? Is there a way to unwrap the model at a higher sub patch level but save the final result back at the original resolution? Many thanks in advance!