Loading...
 

Splinecage-Synopsis

Splinecage-Synopsis
--------
"...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-cageslink-external
https://www.violationentertainment.com/wiki/tiki-index.php?page=Buttertublink-external
https://www.violationentertainment.com/wiki/tiki-index.php?page=Spline-cages(advancedlink-external
https://www.violationentertainment.com/wiki/tiki-index.php?page=Splinecage-phase(solutions)link-external
https://www.violationentertainment.com/wiki/tiki-index.php?page=UVmesh-to-Splinecage(recipe)link-external

.
.
.

.
.
.