Just a collection, I think of useful thoughts as a mechanical hard surface modeler.
A Sub-division workflow is really a method of parametrically creating content among many, though its' been around for a very long time and as for when, how alongside where, well AFAIK there's practically no constraints in most use cases worth mentioning if you know what you're doing. Other techniques not reliant on single precision making headway into production environments these days, numbering prominently at the top would include solids i.e. CAD - usually implemented via purpose built soft such as Fusion, Moi or various other aligned apps. Whilst remembering each brings their disparate strengths plus weaknesses to the table, although that being said there's a few weapon artists I know of who've made the jump across work wise, professionally.
'Mid-poly' simply describes a cage/mesh prior too sub-dividing, basically similar to a PS2 era budget for a char, at between 8 - 10k polys thereabouts.
Edit - Aside from diving into our Wiki for further insight on the topic, also spend time trawling through these boards many gems in there, for instance like this one:
Replies
Just a collection, I think of useful thoughts as a mechanical hard surface modeler.
A Sub-division workflow is really a method of parametrically creating content among many, though its' been around for a very long time and as for when, how alongside where, well AFAIK there's practically no constraints in most use cases worth mentioning if you know what you're doing. Other techniques not reliant on single precision making headway into production environments these days, numbering prominently at the top would include solids i.e. CAD - usually implemented via purpose built soft such as Fusion, Moi or various other aligned apps. Whilst remembering each brings their disparate strengths plus weaknesses to the table, although that being said there's a few weapon artists I know of who've made the jump across work wise, professionally.
'Mid-poly' simply describes a cage/mesh prior too sub-dividing, basically similar to a PS2 era budget for a char, at between 8 - 10k polys thereabouts.
Example:
( Recomended read, all 8 chapters - http://piratportfolio.com/fpp_eng/ )
Edit - Aside from diving into our Wiki for further insight on the topic, also spend time trawling through these boards many gems in there, for instance like this one:
https://polycount.com/discussion/comment/2418259/#Comment_2418259
A couple more links to get you started
http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling
A few links may be expired here, but worth digging around. See also the pics further down.
https://polycount.com/discussion/221392/sketchbook-frank-polygon/p1
Frank's thread is a gold mine of deep insights into subd methodologies.