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Ever heard of subdivision surfaces, Andrew? You can get a perfectly
round sphere out of a plain cube cage by specifying up to 5 iterations.
This is the norm in the industry, and there's also NURBS.
Pixar got its own gig with REYES in Renderman, basically an automatic
triangulator breaking down every geometry on screen into triangles until
they are less than one pixel wide in the final resolution. It probably
breaks them down by subdivision as well, since one of the well-known
algorithms has the name of one of Pixar founding fathers...
No one designs multibillion triangle meshes by carefully moving them one
by one.
BTW:
http://www.3d-coat.com/v3_voxel_sculpting.html
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