02-29-2008, 10:49 PM
I have been looking for ways to minimize unneeded polygons. Like a local subdivision method. Obviously the diminishing return will be when you find yourself stiching up some corner for 2 hours. Keeping quads would be great, but I cant say that this is realistic. Has anyone found a worthwhile technique to reduce poly count on areas of a mesh where they are not needed. I have gotten pretty good at this sort of thing with organic modeling, in an environment which doesn't demand planar surfaces or uniform topology.