Thx for the compliments!
I think, making the Age playable is a long way.
For this i need help, or better, become member of a team.
But first, i have to read, read and once again read the forum ^^
This will take some time...
Looks very cool! Question from the interested layman eager to learn from the pros: Is this model composed of few large closed meshes, or does it consist of many small, partly open and overlapping, components?
If I may stray from the topic a little and extend the question to all the experienced modelers around here (and let me know, Oneironaut, if you think I'm hijacking your thread with this):
I have the vague impression that amateur modelers (to whom I count myself, and also because I come from POV-Ray where that kind of modeling is the norm) tend to think in aggregations of solid primitives, while professionals more often create contiguous closed meshes.
Is there any truth to this? And if so, what is the reason, or what are the advantages of that style of modeling?
Some guesses: I can see that the middle one has three faces (quads) less than the right one, and therefore probably renders faster, even though it creates some more fragments that will never be visible (that's my unfounded impression, at least - I haven't measured it). The right one somehow looks cleaner, on the other hand. I could also imagine that relying on depth buffering to create the correct intersection lines, as in the middle one, might sometimes suffer from the limited resolution of the depth buffer.
Christian Walther wrote:Looks very cool! Question from the interested layman eager to learn from the pros:):
I have the vague impression that amateur modelers (to whom I count myself, and also because I come from POV-Ray where that kind of modeling is the norm) tend to think in aggregations of solid primitives, while professionals more often create contiguous closed meshes.
Is there any truth to this? And if so, what is the reason, or what are the advantages of that style of modeling?
Oneironaut wrote:Ahh, this is an intresting Point you are mentioning, GPNMilano.
I havent used it yet. That goes on top of my list.
The Alpha Channel can also be controled with vertex paint, right?
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