I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…
"If his premature demise has in some way enlightened the rest of you as to the grim finish below the glossy veneer of criminal life, and inspired you to change your ways, then his death carries with it an inherent nobility. And a supreme glory. We should all be so fortunate."
http://arstechnica.com/articles/paedia/gpu-sweeney-interview.ars interesting interview with Tim Sweeney (Unreal Engine). It goes along the same lines as recent statements by id software trying to push the CUDA/likes further and replacing the dx/ogl api models. Interesting times ahead =)
Hey guys, In anticipation of an upcoming job prospect I'm trying to get a good workflow going with creating isometric vector stuff - I spent about 4-5 hours on this building and was looking for some critique/feedback/tips. I'll be updating the thread as I go along.
I'm not sure about that, but its pretty damn good. Still something off though. I don't know. Check it out Times Online Post http://technology.timesonline.co.uk/tol/news/tech_and_web/article4557935.ece Longer Video [ame] http://www.youtube.com/watch?v=bLiX5d3rC6o[/ame]