Taros Posted May 19, 2010 Report Share Posted May 19, 2010 Hello. In the retopo room currently you see the transparent version of your retopo result, what is really good for retopo work. No critiqes here. But I would like to switch the transparency off, often. I would like to see a "regular view" of my retopo mesh to check the mesh surface. Important too: To have the possibility to switch the wires off, if needed. Best wishes Chris Quote Link to comment Share on other sites More sharing options...
Advanced Member Roger_K Posted May 20, 2010 Advanced Member Report Share Posted May 20, 2010 Hello. In the retopo room currently you see the transparent version of your retopo result, what is really good for retopo work. No critiqes here. But I would like to switch the transparency off, often. I would like to see a "regular view" of my retopo mesh to check the mesh surface. Important too: To have the possibility to switch the wires off, if needed. Best wishes Chris Add to this Gouraud Shading and a live subdivision preview, and it would be totally awesome. Quote Link to comment Share on other sites More sharing options...
Taros Posted May 20, 2010 Author Report Share Posted May 20, 2010 Add to this Gouraud Shading and a live subdivision preview, and it would be totally awesome. A subdivision preview would kill the workflow. It is only interesting, after Andrew have implemented a multicore support for the retopo tab - as long as this is not solved, a subdivision preview will need too much cpu time and is currently not practicable. Why do you need a subdivision preview? Give an example. Quote Link to comment Share on other sites More sharing options...
New Member pynion Posted February 16, 2012 New Member Report Share Posted February 16, 2012 A subdivision preview would kill the workflow. It is only interesting, after Andrew have implemented a multicore support for the retopo tab - as long as this is not solved, a subdivision preview will need too much cpu time and is currently not practicable. Why do you need a subdivision preview? Give an example. When you want to have a non subdevided object for say, cinematics. You want the base mesh to be very low polygon and increase the sub-ds as the camera gets closer. you care less about how the base polygon mesh looks but want the sub-ds to look good. This also applies to hard surface modeling. Have a very low base mesh. Quote Link to comment Share on other sites More sharing options...
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