Better Subdivision Surface [Option]
Currently the subdivision surface modifier loses volume, as the subdivided geometry is offset quite far from the original geometry.
I feel we need an option to deform to the original geometry.
I suppose the idea is that subdivided geometry should be able to stick to vertices and then warp between them, instead of warping through them.
The issue is massive when using the modifier on things like character models. With hard surface you might be able to just add cuts to tighten it, but its not viable with all models. They would lose volume. (Sorry for not making any artificial examples with a character. I wanted to do a fixed version of a character model, but doing that by hand would be a great pain. Which is why we need this as a feature in the first place)
Hey, maybe it could even be strength dependent. Much like shift+e to sharpened edges, maybe something else for original deformation strength per vertex?
1 Comment
I would add this as one of the options. If we replace the original we might ruin the workflow that has been the standard for years