Advanced Member parel Posted June 9, 2009 Advanced Member Report Share Posted June 9, 2009 I am not sure if this has been suggested, but there might be some preset base-meshes like quadrupeds, bipeds etc for organics, that might be useful to translate voxels to poly. That way you dont have to rely on the hit and miss topology of quadrangulate and paint. Also perhaps the direction information of the curves, snakes etc could be kept in memory to help with general poly flow. This second suggestion might be trick since we do so many secondary operations afterwards, but it still might be useful to have a proxy object created from primitives, curves etc to help with the flow of the polys in quad and paint process. Third direction might be to manually fill in some islands and then autofill the polys in between with the default algorithms. There was talk of this a while back. Not sure if it was implemented or not. Quote Link to comment Share on other sites More sharing options...
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