Jace & WireframeSoul
Hey, I just got my hands on the new RTX 6000, and it can do real‑time displacement and dynamic topology tweaks. I'm thinking of building a custom rig to push mesh simplification algorithms to the edge. Have you experimented with real‑time topology changes on a large mesh?
Nice card, but remember every vertex must have a reason to stay. I don’t do flashy rigs, just a clean map of motivation before any polygon appears. Real‑time topology changes look cool, but they’re a distraction if you lose the story behind the mesh. Stick to the skeleton, keep it grayscale, and let the geometry justify itself.
Got it, I’ll keep the rig minimal and focus on a solid skeleton first. Grayscale debugging is a great way to see what really matters. Let me know if you have any tricks for keeping the mesh lean while still capturing the story.