After a lovely month in the UK, and some time in Ireland and the Netherlands, it’s been slow moving on the sub-d Unity project.
On the plus side, I have edge weighting “working” now!
So that’s my old GoLion/Voltron model from Modo, but all I brought into Unity was the low poly mesh (on the left), and generated the two right models in C# in Unity using Catmull-Clark sub-division with edge weighting.
You can see that the higher LODs still keep semi-sharp edges, rather than just rounding out completely, thanks to the edge weighting.
Some of the things left to play around with:
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I might not go any further with this, but it has been a fun exercise.
This sort of approach *might* be useful for non interactive structural meshes in levels.
And probably not for much else (unless you’re living in the past, and targeting DX9 hardware, maaaaan) š
Honestly, OpenSubDiv is the way to go, I can’t wait for all the software I own to have it š
One thought on “If I said I was finished, I’d be lion.”