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Real geometry vs. subsurface modifiers etc

Posted: Sat Mar 29, 2014 8:55 am
by voon
I am always confused about this and never really know, where the ideal line is to maintain best performance ... wether I should really subdivide my mesh and create a lot of extra vertices, or just use a subsurface mirror, and only create to-be-calculated extra verts. I'm pondering this because of displacement, where you usually need tons of verts to make displacement maps work nicely. Is there a good tutorial about these things somewhere? I work with blender, but I guess it is similar for most modellers out there.