prometheus
REBORN
not only that..the renderers is different...shouldnt be a surprise..weather or not one is more accurate than the other can of course be discussed.If you make different models, you get different renders...
but models need to be without flaws in the first place....Before you can argue wether one is doing it right..or wrong.
and ti add to that...differen models.
and in this case the models arent without flaws.
triangulated they are..still dont know why that was needed.
subpatch surface modeling is nice..but for this kind of simple models..not completely necessary.
one thing to keep in mind though.
subpatch modeling allows you to render out very large prints and with smooth edges..since its easy to adjust subpatch render resolution in layout...hard surface model types do not..unless you set rounding and shape resolution very high from scratch.
If you compare that to a hard surface modeling type..where you would have to go back to the model and try and subdivide again..on a model with rounding facets..thats not going to be nice.
so close ups and blown up large scale of the object..better to use subpatch modeling.
Then you have the CAD pipeline..working with other modeling software types in lightwave.trying to convert to subpatch modeling will be difficult...there you prabably want to keep the hard surface structure.
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