Jace & WireframeSoul
Jace Jace
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?
WireframeSoul WireframeSoul
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.
Jace Jace
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.
WireframeSoul WireframeSoul
Keep a narrative map on a separate sheet, then run the collapse algorithm only where the story doesn’t demand detail. Use a threshold on vertex importance, not just distance. If a region is narratively quiet, drop polygons aggressively. Remember, every edge that survives must carry a plot point; otherwise it’s just clutter. Grayscale helps see that hierarchy – brighter lines for key edges, darker for filler. Stick to that, and your mesh will stay lean.
Jace Jace
That makes a lot of sense—I'll lay out the narrative map first and then run the collapse algorithm only on the quiet parts. Using a vertex‑importance threshold will keep the mesh tight and focused, and the grayscale guide will help spot the critical edges. Thanks for the heads‑up; I’ll keep the story in the geometry.
WireframeSoul WireframeSoul
Good plan. Just remember: if a vertex feels out of place, question its existence. Keep the story in the skeleton, and the rest will follow.