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An example of high poly. Or why can't we have this in Second Life?


ChinRey
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This is a knot I'm working on.

image.png.d26091be86b4a1c92166302af974c750.png

It has a little bit more than 10,000 tris and I need 22 of them for a ladder to secure the rungs to the railings. That is, I'm not going to use it as it is of course - I really hope nobody is mad enough to think that's a good idea. I'm going to reduce, reduce, reduce and then reduce a bit to get rid of every single vertice and triangle that isn't essential.

But I wanted to show it here in all its high poly (allbeit untextured) glory to illustrate an important point. We all want more details of course. Some may even say that this length of rope is too coarse and needs a higher mesh resolution and I do actually tend to agree. But where does it end? (No, I don't mean where does the length of rope end, I know that but I won't tell.)

Oh , and another point for us really nerdy techies: I've been talking about a hypotetical "evolved prim system" a few times here. This is a good example of the kind of shapes such a system could have produced with far less download weight than mesh and with dynamic level of detail that can adapt to the client compouter's capacity. Oh well, such a system may be beyond what the current LL is able to grasp an certainly way beyond what they're able to develop and add to SL. But I can dream, can't I?

Edited by ChinRey
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