On Friday 30 Jul 2010, Jean-Sebastien Perron wrote:
> All object should be modeled or converted to Subdivision with
> Quad polygons. Why, because all the industry is doing it.
> It's simple and efficient.

Subdivision surfaces are _not_ simple and efficient.  They're less 
simple and efficient than NURBS, which in turn are less simple and 
efficient than CSG/Analytical solids.

>
> All materials should be made using textures map, not procedural.
> Texture placement should be burn on the point of the polygons.

I can't agree with this either: texture maps are limited by their 
resolution whereas procedural textures are not.

LeeE

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