Some new stuff..

I've posted an article on the 1st Xbox2 patent over at my site. It seems a lot of the Xbox2 sites believe the patent confirms an internal hard drive. This is not the case. They are using the Xbox as an example of the system that could use the technology. BTW, hopefully if all goes well our new look will go live tomorrow. Time to work on more content. LOL

Tommy McClain
 
I once again have to note here that there is a very real limit on what polycounts are practical for characters. For an average human CG model, it's quite bad to go over 15-30 000 quad polygons, because skinning it to a skeleton will become overly complicated.
The current trend in offline CG is to build such an average resolution character, bind it to a skeleton, and then subdivide it at rendertime to smooth out the poly edges, while additional detail can be represented with displacement mapping. Of course if you can only work with a set amount of subdivision iterations for the whole model, than you can still get jaggied curves in close-ups... and adaptive tesselation has the danger of 'popping' artifacts. PRMan tesselates to micropolygons, so in that case, the resulting surface always looks perfectly smooth.

As far as I can tell, if you'd ask your character riggers to work with 100.000+ polygon meshes, they'd simply jump out of the window. I'd surely not try it... (then again, a collegue here rigged a 250.000 poly character - but it took him about 2 months, and it was so detailed because it had a very complicated armor)
 
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