hmm interesting that specific article is more generally applicable than just lightwave as a lot of renderers have the same sort of sub patch / subdivsions surface technology built in and the stuff about ngons and edgeloops and so on is somewhat renderer agonsitic as that's just basic mesh mechanics.
Submitted by Evilmatt on Fri, 2015-01-02 22:07
Good call, I've only really used LW so could only speak for that. I thought the pictures were particularly informative. I often get myself in a muddle and have to unpic polys!
Submitted by brainwipe on Fri, 2015-01-02 22:38
That's when a good retopology tool comes in handy to remake your mesh without changing its shape. I find that especially useful for something like high poly sculpted meshes.
Knowing about the properties of the mesh and how the edge loops need to flow for animation or texturing obviously helps there too.
Comments
hmm interesting that specific article is more generally applicable than just lightwave as a lot of renderers have the same sort of sub patch / subdivsions surface technology built in and the stuff about ngons and edgeloops and so on is somewhat renderer agonsitic as that's just basic mesh mechanics.
Good call, I've only really used LW so could only speak for that. I thought the pictures were particularly informative. I often get myself in a muddle and have to unpic polys!
That's when a good retopology tool comes in handy to remake your mesh without changing its shape. I find that especially useful for something like high poly sculpted meshes.
Knowing about the properties of the mesh and how the edge loops need to flow for animation or texturing obviously helps there too.