If we don't care about topologies, i think it's better to use an app like Solidworks or Catia. Any tedious hard surface subdiv model is done in minutes. What we see in the videos are very simple subdiv models. I'm really interested to see how this work with a subdiv model with 50k polygons, that's the deal.
to me, production simply has the meaning of "something used in production". high poly with normalmaps in mind fits that description. i could absolutely understand why it wouldn't be okay for say... an organic character, where topology is paramount for animation requirements. but for hard surface stuff, not so much? it…
Zbrush completely changed the way characters are made. pixologic really shook up the pipeline. Realtime Boolean modeling is an idea that I believe will eventually redefine the hard surface pipeline completely. It's exciting! Why hold on to the past methods if there's a more efficient way of doing this? If the tools evolve…