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	<title>Comments on: It&#8217;s the Polygon Economy, Stupid.</title>
	<link>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/</link>
	<description>Sculpt. Paint. Create with ZBrush</description>
	<pubDate>Thu, 24 Jul 2008 16:06:07 +0000</pubDate>
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		<title>By: Disco Stu</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-984</link>
		<dc:creator>Disco Stu</dc:creator>
		<pubDate>Tue, 22 Apr 2008 17:25:46 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-984</guid>
		<description>hey ryan first off all great job with your blog been viewing all along and some things really helped! the reason im commenting is just to give u an idea for zbc. there should be avatars for members!!!! also it would be great to have a little award system like viewers coice and so and so. i know this is all stolen from cgtalk or others but it would be really great i know i could also be a member on other pages like others but zbc is jus my number one and only. i dont know if all this is possible just a wish.</description>
		<content:encoded><![CDATA[<p>hey ryan first off all great job with your blog been viewing all along and some things really helped! the reason im commenting is just to give u an idea for zbc. there should be avatars for members!!!! also it would be great to have a little award system like viewers coice and so and so. i know this is all stolen from cgtalk or others but it would be really great i know i could also be a member on other pages like others but zbc is jus my number one and only. i dont know if all this is possible just a wish.</p>
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		<title>By: ipi</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-924</link>
		<dc:creator>ipi</dc:creator>
		<pubDate>Fri, 18 Apr 2008 15:31:28 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-924</guid>
		<description>sorry i was a bit off topic but..about the polycount...

you know i model with animation in head...
so if the mesh can't give realtime feed-back in maya at low-res it's not cool for me
..need a decent preview(beauty/performance)

i know you can break thing up(no deformation) for better performance but is long to do and very dull

topology again

so the mesh you've retepologized on the zproject video will crash my cpu before you can see a decent face(polydistribution on the head is not enough to show details)
no decent preview..
except if there edgeloop to optimize thing..
zsphere..long and technical...zproject fast and fun but how close the target mesh will match a "standard edge loop base" source mesh
seem a lot of trial error to have it right...
it's possible to see the wireframe of the mesh in the zprojectvideo...

a bit long again...
sorry

3d is funnier and less technical everyday,
but their a long long road ahead..go go!</description>
		<content:encoded><![CDATA[<p>sorry i was a bit off topic but..about the polycount&#8230;</p>
<p>you know i model with animation in head&#8230;<br />
so if the mesh can&#8217;t give realtime feed-back in maya at low-res it&#8217;s not cool for me<br />
..need a decent preview(beauty/performance)</p>
<p>i know you can break thing up(no deformation) for better performance but is long to do and very dull</p>
<p>topology again</p>
<p>so the mesh you&#8217;ve retepologized on the zproject video will crash my cpu before you can see a decent face(polydistribution on the head is not enough to show details)<br />
no decent preview..<br />
except if there edgeloop to optimize thing..<br />
zsphere..long and technical&#8230;zproject fast and fun but how close the target mesh will match a &#8220;standard edge loop base&#8221; source mesh<br />
seem a lot of trial error to have it right&#8230;<br />
it&#8217;s possible to see the wireframe of the mesh in the zprojectvideo&#8230;</p>
<p>a bit long again&#8230;<br />
sorry</p>
<p>3d is funnier and less technical everyday,<br />
but their a long long road ahead..go go!</p>
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		<title>By: ipi</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-922</link>
		<dc:creator>ipi</dc:creator>
		<pubDate>Fri, 18 Apr 2008 13:38:04 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-922</guid>
		<description>the question become to be clear..

what the best ratio between ?:
1-scultping freely like in real 
2-having good topo for deformation 
3-not feeeling like doing the job two time...(sculpt then retology)


i'm obsessed with that for long

being able to model in a non-linear way..i mean that you can start with details on a particular place of the mesh,change general shape,fast retopo for early-rig but take keep the mesh details REALLY good, adding details again on the new mesh and again tuning the topolgy etc...

seem like a pretty fun workflow for me
tell me about you're though!!
very stimulating place!</description>
		<content:encoded><![CDATA[<p>the question become to be clear..</p>
<p>what the best ratio between ?:<br />
1-scultping freely like in real<br />
2-having good topo for deformation<br />
3-not feeeling like doing the job two time&#8230;(sculpt then retology)</p>
<p>i&#8217;m obsessed with that for long</p>
<p>being able to model in a non-linear way..i mean that you can start with details on a particular place of the mesh,change general shape,fast retopo for early-rig but take keep the mesh details REALLY good, adding details again on the new mesh and again tuning the topolgy etc&#8230;</p>
<p>seem like a pretty fun workflow for me<br />
tell me about you&#8217;re though!!<br />
very stimulating place!</p>
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		<title>By: jayson</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-917</link>
		<dc:creator>jayson</dc:creator>
		<pubDate>Fri, 18 Apr 2008 08:47:32 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-917</guid>
		<description>p.s. 
more like damn my GPU, and my wallet for not being able to afford a faster GPU.</description>
		<content:encoded><![CDATA[<p>p.s.<br />
more like damn my GPU, and my wallet for not being able to afford a faster GPU.</p>
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		<title>By: jayson</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-916</link>
		<dc:creator>jayson</dc:creator>
		<pubDate>Fri, 18 Apr 2008 08:43:11 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-916</guid>
		<description>i agree to that! especially when it comes to game characters. polygon count limits the intensive detail (or more like speed is limited by poly count). well, we can't help but learn to create good topolgy, this way we can speed things up. damn poly count!</description>
		<content:encoded><![CDATA[<p>i agree to that! especially when it comes to game characters. polygon count limits the intensive detail (or more like speed is limited by poly count). well, we can&#8217;t help but learn to create good topolgy, this way we can speed things up. damn poly count!</p>
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		<title>By: ipi</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-884</link>
		<dc:creator>ipi</dc:creator>
		<pubDate>Wed, 16 Apr 2008 13:57:00 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-884</guid>
		<description>oops...


my thought about polygon and good topology is because i want my model at the end to be animated..

so to resume...
you sculpt a character in ONE block(like a bronze)
then you want it to move. Have leg and arm moving away freely. Godd topology is essential there. You cannot use this piece like that. You need to redo the topology and have proper leg and arm polygon distribution.
SO.....


what is the best way to deal with topology with animation as a result?</description>
		<content:encoded><![CDATA[<p>oops&#8230;</p>
<p>my thought about polygon and good topology is because i want my model at the end to be animated..</p>
<p>so to resume&#8230;<br />
you sculpt a character in ONE block(like a bronze)<br />
then you want it to move. Have leg and arm moving away freely. Godd topology is essential there. You cannot use this piece like that. You need to redo the topology and have proper leg and arm polygon distribution.<br />
SO&#8230;..</p>
<p>what is the best way to deal with topology with animation as a result?</p>
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	<item>
		<title>By: ipi</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-883</link>
		<dc:creator>ipi</dc:creator>
		<pubDate>Wed, 16 Apr 2008 13:49:57 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-883</guid>
		<description>I've been worries about those kind of thing for a lot of time. Having fun, not worried about those f%?$*$ polygon starting a piece on the fly and at the end having a model with good topology. Silo topology tool and the z brush one are the best...but far from what i hope. You feel like doing the job 2 time...and i'm lazy..

on a positive side thing a getting funnier every day...
sculpt, paint, create is great!!!</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been worries about those kind of thing for a lot of time. Having fun, not worried about those f%?$*$ polygon starting a piece on the fly and at the end having a model with good topology. Silo topology tool and the z brush one are the best&#8230;but far from what i hope. You feel like doing the job 2 time&#8230;and i&#8217;m lazy..</p>
<p>on a positive side thing a getting funnier every day&#8230;<br />
sculpt, paint, create is great!!!</p>
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		<title>By: Ryan Kingslien</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-864</link>
		<dc:creator>Ryan Kingslien</dc:creator>
		<pubDate>Tue, 15 Apr 2008 17:41:41 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-864</guid>
		<description>Fausto - I believe you are referring to the Gnomonology tutorial.  I'm glad you liked it!  :)

Slashpot - We can't stay young forever!  

Anonymous - AT this time FOT is not making a digital version available.

Polygon Pimp - Ahmen!

Santis - Thanks! :)</description>
		<content:encoded><![CDATA[<p>Fausto - I believe you are referring to the Gnomonology tutorial.  I&#8217;m glad you liked it!  <img src='http://www.pixologic.com/blogs/ryan/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Slashpot - We can&#8217;t stay young forever!  </p>
<p>Anonymous - AT this time FOT is not making a digital version available.</p>
<p>Polygon Pimp - Ahmen!</p>
<p>Santis - Thanks! <img src='http://www.pixologic.com/blogs/ryan/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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		<title>By: Santis</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-861</link>
		<dc:creator>Santis</dc:creator>
		<pubDate>Tue, 15 Apr 2008 15:43:55 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-861</guid>
		<description>Great, I love these kind of posts :)</description>
		<content:encoded><![CDATA[<p>Great, I love these kind of posts <img src='http://www.pixologic.com/blogs/ryan/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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		<title>By: Polygon Pimp</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-860</link>
		<dc:creator>Polygon Pimp</dc:creator>
		<pubDate>Tue, 15 Apr 2008 14:42:07 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/04/14/polygon-economy/#comment-860</guid>
		<description>I would love someday if we could get rid of polygons! We need a sculpting program that we can add and sculpt like clay. Like some intense voxel program then maybe after words it can be converted  into a zillion polygons for other things. ;)</description>
		<content:encoded><![CDATA[<p>I would love someday if we could get rid of polygons! We need a sculpting program that we can add and sculpt like clay. Like some intense voxel program then maybe after words it can be converted  into a zillion polygons for other things. <img src='http://www.pixologic.com/blogs/ryan/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p>
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