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
