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>> Seriously, to build anything of any complexity using just polygons,
>> you would need hundreds of billions of them, and there's no way you
>> can manually place that many polygons within a single human lifetime.
>> There has to be a better way...
>
> Yeh, like using all the mesh operators in 3D packages!
Heh, I knew there had to be one...
> Like I said,
> build a rough mesh by hand with maybe 100 or so polygons
Uh... wouldn't that still be absurdly time-consuming?
> then use the
> 3D package's smoothing tools to semi-automatically add more polygons to
> make the mesh smoother. Most 3D packages will do this interactively, so
> you can wiggle about the vertices of the original low-resolution mesh
> and see instantly how the final smoothed mesh changes.
Well, that's faster then moving billions of polygons by hand. Now you're
"only" moving hundreds. Still sounds really slow though...
>> This sounds infinitely more plausible. (Although I can't actually make
>> much sense out of the tutorial... I guess I'd need to actually install
>> and run Blender.)
>
> It's the same as 2D bezier curves but in 3D, ie you just wiggle about
> the control points until it looks right :-)
Yes, that sounds much more likely to produce useful results in less time
than the current age of the universe. Curiosly, I've never come across a
package which actually allows you to do this. (But since apparently
Blender does, I think I'll have to go give it a try...)
>> Presumably you also have to be a member first.
>
> Yes, and you'll need to get there first, and have enough courage to
> speak to someone there, and know how to use their search system, and
> blah blah blah - yeh you may as well just stay at home.
OK, I will. :-P I wasn't especially bothered about learning 3D Studio
Max anyway... (It's not like I own a copy of it or anything.)
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