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	<title>Comments on: Tutorial:  Better Detail From Low Poly Models</title>
	<atom:link href="http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/</link>
	<description>Fresh Blender News, Every Day</description>
	<pubDate>Sat, 22 Nov 2008 00:14:36 +0000</pubDate>
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		<item>
		<title>By: frca</title>
		<link>http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-62170</link>
		<dc:creator>frca</dc:creator>
		<pubDate>Mon, 26 Feb 2007 22:20:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-62170</guid>
		<description>Hi,
I realized that function I was writing about is not neccessary :) It works pretty well as described in the tutorial.</description>
		<content:encoded><![CDATA[<p>Hi,<br />
I realized that function I was writing about is not neccessary :) It works pretty well as described in the tutorial.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: frca</title>
		<link>http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-59977</link>
		<dc:creator>frca</dc:creator>
		<pubDate>Fri, 23 Feb 2007 23:05:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-59977</guid>
		<description>Hi,
firstly I apologize for I didn't read the whole discussion. But I must say that this tutorial is exactly what I've been searching for a long time. And it's _exactly_ the way I wanted it to be. But do you know, what would be REALLY nice? (Maybe it actually is possible and I don't know of it.) The possibility when selecting an area of certain faces (which can lay next to each other - that's the point) to mark the "selection border" as a sharp edge. In other words, these are those edges of selected faces, which have no neighbour (I mean another selected face.). The rest of the selected face edges sharpness would be cleared. You would simply use the same approach as when using the "P" key but using a different (and better) tool. Really nothing more but making the existing thing even more comfortable. I hope you understand what I mean though I apologize for my terrifying English :)
Thanks for your answers.</description>
		<content:encoded><![CDATA[<p>Hi,<br />
firstly I apologize for I didn&#039;t read the whole discussion. But I must say that this tutorial is exactly what I&#039;ve been searching for a long time. And it&#039;s _exactly_ the way I wanted it to be. But do you know, what would be REALLY nice? (Maybe it actually is possible and I don&#039;t know of it.) The possibility when selecting an area of certain faces (which can lay next to each other - that&#039;s the point) to mark the &#034;selection border&#034; as a sharp edge. In other words, these are those edges of selected faces, which have no neighbour (I mean another selected face.). The rest of the selected face edges sharpness would be cleared. You would simply use the same approach as when using the &#034;P&#034; key but using a different (and better) tool. Really nothing more but making the existing thing even more comfortable. I hope you understand what I mean though I apologize for my terrifying English :)<br />
Thanks for your answers.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Felix Kütt</title>
		<link>http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22766</link>
		<dc:creator>Felix Kütt</dc:creator>
		<pubDate>Thu, 07 Dec 2006 18:53:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22766</guid>
		<description>my long dream, to have smoothing groups.. never thinked it could be done other ways, well ill be damned..</description>
		<content:encoded><![CDATA[<p>my long dream, to have smoothing groups.. never thinked it could be done other ways, well ill be damned..</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: S-T-S</title>
		<link>http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22718</link>
		<dc:creator>S-T-S</dc:creator>
		<pubDate>Thu, 07 Dec 2006 14:36:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22718</guid>
		<description>blenderartists.org site seems to have some (bandwidth?) problems.. Sometimes it works just fine and just next moment it doesn't load any pages. I don't know if this is just a problem at my end or what.</description>
		<content:encoded><![CDATA[<p>blenderartists.org site seems to have some (bandwidth?) problems.. Sometimes it works just fine and just next moment it doesn&#039;t load any pages. I don&#039;t know if this is just a problem at my end or what.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: azdo</title>
		<link>http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22672</link>
		<dc:creator>azdo</dc:creator>
		<pubDate>Thu, 07 Dec 2006 08:14:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22672</guid>
		<description>@FreakyDude:

Yes</description>
		<content:encoded><![CDATA[<p>@FreakyDude:</p>
<p>Yes</p>
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	<item>
		<title>By: FreakyDude</title>
		<link>http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22511</link>
		<dc:creator>FreakyDude</dc:creator>
		<pubDate>Wed, 06 Dec 2006 17:20:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22511</guid>
		<description>what about creases, are these only usefull when subsurfing?</description>
		<content:encoded><![CDATA[<p>what about creases, are these only usefull when subsurfing?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: olivS</title>
		<link>http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22468</link>
		<dc:creator>olivS</dc:creator>
		<pubDate>Wed, 06 Dec 2006 12:52:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22468</guid>
		<description>@ Carlos:
thanks I see now... I really has had misunderstood the point of it.</description>
		<content:encoded><![CDATA[<p>@ Carlos:<br />
thanks I see now&#8230; I really has had misunderstood the point of it.</p>
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	<item>
		<title>By: Kernon</title>
		<link>http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22452</link>
		<dc:creator>Kernon</dc:creator>
		<pubDate>Wed, 06 Dec 2006 11:35:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22452</guid>
		<description>@ZanQdo:
Oh, CVS. Well, I don't even begin to try and keep up with that because I wouldn't have time to actually get anything done. :)) I would end up spending most of my time experimenting with new features, getting the next CVS build, experimenting...

I have a hard enough time keeping up with the rate of the official releases. Thanks for the info, though!</description>
		<content:encoded><![CDATA[<p>@ZanQdo:<br />
Oh, CVS. Well, I don&#039;t even begin to try and keep up with that because I wouldn&#039;t have time to actually get anything done. :)) I would end up spending most of my time experimenting with new features, getting the next CVS build, experimenting&#8230;</p>
<p>I have a hard enough time keeping up with the rate of the official releases. Thanks for the info, though!</p>
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	</item>
	<item>
		<title>By: Carlos Felipe (cara-rj)</title>
		<link>http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22451</link>
		<dc:creator>Carlos Felipe (cara-rj)</dc:creator>
		<pubDate>Wed, 06 Dec 2006 11:29:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22451</guid>
		<description>@olivS:
The difference is, you can have different areas with set smooth with different shading. With Set Smooth / Set Solid technique you have faceted areas.

To illustrate the alternatives:
http://img.photobucket.com/albums/v116/landcf/smoothing_groups.png

And for me (imho) the best solution for smoothing groups is to maintain the different shading areas without splitting the faces. Other softwares (3dsmax with smoothing groups and Wings3D with hard edge/soft edge solutions) don't create new objects or split areas but control the normal of those areas.

My two cent.</description>
		<content:encoded><![CDATA[<p>@olivS:<br />
The difference is, you can have different areas with set smooth with different shading. With Set Smooth / Set Solid technique you have faceted areas.</p>
<p>To illustrate the alternatives:<br />
<a href="http://img.photobucket.com/albums/v116/landcf/smoothing_groups.png" rel="nofollow">http://img.photobucket.com/albums/v116/landcf/smoothing_groups.png</a></p>
<p>And for me (imho) the best solution for smoothing groups is to maintain the different shading areas without splitting the faces. Other softwares (3dsmax with smoothing groups and Wings3D with hard edge/soft edge solutions) don&#039;t create new objects or split areas but control the normal of those areas.</p>
<p>My two cent.</p>
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	<item>
		<title>By: BeBraw</title>
		<link>http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22437</link>
		<dc:creator>BeBraw</dc:creator>
		<pubDate>Wed, 06 Dec 2006 09:49:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/05/tutorial-better-detail-from-low-poly-models/#comment-22437</guid>
		<description>Whoops. Should have read the comments better before posting. :)</description>
		<content:encoded><![CDATA[<p>Whoops. Should have read the comments better before posting. :)</p>
]]></content:encoded>
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