Splinecage-Synopsis
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"...from low-poly legacy UV'd quad meshes into infinity scalable spline-cages with spline-UVs using only Blender and gMax"
...why this technique:-
- Goldilocks-zone manageability for a solo artist.
- Infinite scalability - never an expiration date.
- Single universal custom texture-coordinates (UVs).
- Texture-coordinates also governed by bezier handles.
- Presentable clean lockable quality for all LOD stages.
- Parametric control over fundamental metrics (polycount).
- Initial cage and UVs conveniently derived from legacy meshes.
- Free with gMax - skills and content toward an industry standard.
...what it avoids:-
- Ugly autogenerated lower LOD stages.
- Extra textures need baking for LOD.
- Lower LOD with broken UV seams.
- Wasteful inefficient upscaling.
- Shelf-life of production.
- Complete refactoring.
https://www.violationentertainment.com/wiki/tiki-index.php?page=Spline-cages
https://www.violationentertainment.com/wiki/tiki-index.php?page=Buttertub
https://www.violationentertainment.com/wiki/tiki-index.php?page=Spline-cages(advanced
https://www.violationentertainment.com/wiki/tiki-index.php?page=Splinecage-phase(solutions)
https://www.violationentertainment.com/wiki/tiki-index.php?page=UVmesh-to-Splinecage(recipe)
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