Thanks Goon.
I had a quick read of the notes taken from 3D festival. Keep in mind we’re dealing with 2nd hand information as well as translation, so it can be easy to misinterpret the intent of what is being said.
d0c, I think what Axel’s notes are getting at is:
When he is talking about edge modelling, he means using edge loops as a very effective way to represent a 3D form.
When he is talking about vertex modelling, I think he means that if you have a mesh that is so dense, with millions of verts, you can just push and pull them like you can with the artisan brush in maya, or a bit like zbrush. This can be a good way to refine a form, like groving wrinkles with clay. But when you have to animate the mesh, you get all sorts of problems because you’ve got no edgeloops flowing around the form. I also think he might of meant to say that skinning doesn’t work, because there are TOO MANY verts.
The reason I interpret what is being said this way is because of what Bay Raitt is currently testing as a work flow.
He is using a edge loop mesh to represent the main form, and then for details on the body, he is using zbrush to sculpt millions of cvs on a very dense version of the model. He is then taking that data and turning using a normal/displacement map technique to work out the difference between the simple mesh and the complex mesh. You can then go ahead and rig and animate the simple mesh, but when you render it, the discplacement data will give you all the detail you require in the renders.
Hope that helps.