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by dahart
2246 days ago
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Yeah, so you’re talking about subdivs, not just any polygons. Yes you create subdiv geometry using polygon modeling tools, but modeling pure polygon models, e.g., for games, is a different activity. Subdivs are easier than NURBS, it’s true, but they do come with their own whole set of connectivity, workflow, texturing, pipeline, etc. Just saying “polygons” is misleading. |
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It really isn't. I think you want to drive home some distinction, but the vast majority of work flows model straight polygons and the only difference is that they know they are going to be subdivided and smoothed later by the renderer.
You say that there are all sorts of different issues with subdiv surfaces, but it just isn't true. Modelers and texture artists might look at everything smoothed to make sure there aren't any surprises in the interpolation and distortion in the UVs, but everyone deals with the raw polygons.