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I do a lot of Blender 3d modeling as part of my hobby gamedev stuff. I think one thing that a lot of folks tend to forget is that quad and tri meshes are only
by LarsDu88 3y ago
I do a lot of Blender 3d modeling as part of my hobby gamedev stuff.
I think one thing that a lot of folks tend to forget is that quad and tri meshes are only one of SEVERAL 3d modeling techniques. It just so happens that this is the technique that the world landed on in the 90s due to how flexible it is, how performant it is, and algorithms like Catmull-Clark subdivision.
Remember, Toy Story 1 actually used NURB surfaces for all the characters! For a Bug's Life and Toy Story 2, they redid all the meshes as catmull-clark subdividable surfaces. And guess who was CEO and founder of Pixar?
There also techniques like NURBs, signed distance fields, and metaballs (all stuff you can actually use in Blender) for generating 3d surfaces. And of course the techniques used in CAD software.
With the right algorithm and sufficient compute, there could be some sort of completely alternate 3d representation in the future for creating virtual spaces.
- opyate 3y agoThis fictional documentary title just popped into my head: "Cloudy with a Chance of Metaballs: A history of 3D modelling in animated film."