- Mon Mar 30, 2009 3:17 pm
#294903
It has to do with making the object low poly and ready for subdivisions. Using boolean operations creates a messy polygon structure that when subdivided, will result in pinched or non-smooth surfaces. Keeping the poly structure clean insures that the mesh can be used in scenes where less detail is required (low poly) or it can be subdivided sufficiently for close-up detailed shots. You can see the difference between my wireframe screen grab and the render. In Max I have a Turbosmooth modifier applied, and it is set to subdivide the mesh only at render (3 iterations), giving me smooth, heavily subdivided curves. These kind of sub-d surfaces have been shown to be absolutely necessary for proper shading across polygon normals of curved surfaces with unbiased renderers (remember the threads about facetted edges on spheres?).
Brian Looney
Maxwell + RealFlow
http://www.turbosquid.com/Search/Artists/Bubbaloo
Help! I'm dispersing into a haze of probability!
Maxwell + RealFlow
http://www.turbosquid.com/Search/Artists/Bubbaloo
Help! I'm dispersing into a haze of probability!