This post may seems very late, I should have started from this when I came to Kiev, but actually is better to make it near the end of my visit here, that way I can be more objective
with my impressions and experience to tell.
I’ve grown surrounded by the russian mythology, from the beautiful Vassilia, to the evil Baba-Yaga, cartoons and tales everywhere, Misha bear and many more… I’ve dislike some, I’ve love others but is interesting how your road in life can take unexpected curves and turnovers…that’s why arriving Kiev was a very strange experience where all my childhood’s dreams, deeply buried in my mind, suddenly came to life when I saw a raven for the first time (those evil birds from tales always attached to witches and death) or I saw a swan peacefully swimming in a pool , or the snow for the first time and pine like Christmas trees, and those golden roof on cathedrals … it’s simply beautiful!
Kiev is a wonderful city, a mixture of the ancient Soviet glory (reduced to souvenirs in a very old street) but actually this city is much more than it’s soviet past, it has in his bones more than 1500 years of human history reflected in every corner where the past meets the present. A present where McDonals lives side by side with an old lady selling beautiful Matroshkas and in the horizon the typical churches dome’s draw the landscape. Is a very green city with trees everywhere… well, green except in winter LOL.
People are awesome too, instead of focusing on difference I try to keep what we have in common, and is much more than the cultural differences, language is a barrier I’m trying to overtake, and eventually I will, now I’m not as lost as four months ago, feelings are universal and in that sense is the best language we can use to communicate. I’m very thankful that Andrew’s family has taken me as one more of his sons, for moments I forget that I’m more than 7000 km away from my home and I thanks God for giving me the opportunity to have such a wonderful second family 🙂
This trip literally has changed me, I remember the day before leaving my home I was feeling very strange because usually everyone has a life plan, when you can extrapolate and imagine yourself for tomorrow, for the next week, but at that moment I was blocked, I couldn’t imagine what will be next and this trip was a jump into the unknown but many times allowing life surprise you is better than having predefined expectations, just let things happen and during that you will feel more alive than ever 🙂
As a suggestion by Andrew and as a nice way to gain more knowledge on 3DC essentials I have been working on implementing the fundamentals of several parametric primitives to improve existent ones and even add several completely new to 3DC.
Today I have a very beautiful wake up, I saw the snow for the first time in my life!!!!! (movies and pictures does not count :P) I’m sure many of you are actually bored of it but for a newcomer this is something exiting, seen fluffy white things falling from sky in curling like the gray rain drops will never do is awesome! 🙂
And don’t blame me, sometimes working in any task I feel deep in my brain a cooking idea onto something related but different at the same time, I’m the “divergent thinking” type 😛
As a result , I was working yesterday in some twisted bug fixing tasks and after solving them faster that I was estimated I said to myself the mother of all divergent questions: -“what if ….?”
So today I’m very pleased to announce the Decimate command for Surface mode. (Adaptive or Smart Decimate)
While 3DC has lot’s of powerful re-sampling tools most of them are for the voxel mode, so the result of a global re-sample is typically marching cubes like so is not an option after you spend so much time sculpting that detailed model with surface tools. There’s also the manual and local use of Reduce brush of course and that is always very encouraged to spend wisely your polygon budget, but ultimately, in big and complex models manually reducing is not optimal, and that’s the reason of the Decimate command, it will smartly reduce low detail areas of the model while will try to keep small full featured zones as detailed as possible, hence, optimizing your polygon count enormously and maintaining the visual appearance.
The potential use of this tool is huge, for example it can be used to pass down the reduced model onto AUTOPO or other pipeline tools so it can be processed faster while using the high res for normal baking, also, in game engines that use mostly triangular models with this new tool can be more efficient simply skipping the AUTOPO step because you will have a ready to export triangular and optimal model 🙂
Sometimes you could not avoid a nasty self intersection happens into your model, and worse, you don’t realize that until you are in a pretty advanced state so going undo is not an option and the mess is very deep into the volume of the model… well, for those cases is very suited a remove self intersections command, it can be considered a post-process tool but it can provide the foundation to other tools too. It still have some bugs that I will be solved before making public 🙂
Stephen Whitehorn has recently made lots of refining and progress on our surface polygonizer patch, we’ve been working on this since long ago with some stalled periods 😉 he has recently refine and upgrade the code for a recent version as he has posted on his site: