Better SUBDV and/or Crease for high poly modeling
Hi!
I came with idea the we could have better subdv feature in Blender to speed up high poly modeling process - or anything similar :) Here is some video ideas: youtube.com/watch youtube.com/watch
So, the problem with Blender crease is that you can't achieve similar results without using second Subdv (because having it always ON make selected creased edges always hard), but even so, it wont work great all the time but soon, thanks to "Shading per pixels", it will be even better.
What if we could somehow limit the Crease behavior inside Subdivision Surface modifier? I'm not a programmer but when I watch videos which I show you earlier, this method could be seriously really helfpul for speed high poly modeling.
2 Comments
for developers i leave thil link here
There certainly is room for improvement in relation to subsurf. I also wish for crease being allowed to vary along the edge. I often feel that I need to waste extra geometry, because of limitations of subsurf.
Anisotropic subdivision would be useful, too, to get faces roughly equal in size in both directions. For example cloth simulation works better with square faces than with long-stretched rectangles. But for that you have to add quite a few unneeded horizontal edge loops when your cloth are the legs of a trousers.