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Interesting notes. The way he's doing procedural mesh generation + procedural texturing/skinning/animation is very similar to ZBrush's ZSpheres. I used to work
by jrbedard 18y ago
Interesting notes. The way he's doing procedural mesh generation + procedural texturing/skinning/animation is very similar to ZBrush's ZSpheres. I used to work at Pixologic on ZBrush and those types of surface subdivisions concepts and algorithms (Organic modeling, Catmull-Clark, Conway polyhedrons) are definitely a non-trivial field of CS engineering. Nice work to bring this technology into a game!