You may not like it but this is what PERFECTION looks like.It doens't even need a texture to degreade its PURITY.It is simple. yet whole.It's PURE ARTJust look, it's basically perfect in every way. That absolute 60 degree corner. That precisely parallel right handed normal vector.You can't deny it's the purest, and highest tier of polygonal form transcending every other of your shitty polygons in evey plane of existance, the kind of object only could have existed on platonic ideal dimension, yet is right here under my control.This is the ULTIMATE EXPRESSION, the HOLY GRAIL of LOW POLY MODELLINGYet is expressive. This triangle can represent everything you'd ever wanted it to be. It can be a face, a cup, anything you're willing to assign meaning to. While at the same time pixel shader interpolate it to INFINITESIMALLY DETAILED planeThis is the answers to life, to existance.
You may not like it but this is what PERFECTION looks like.It doens't even need a texture to degreade its PURITY.It is simple. yet whole.It's PURE ARTJust look, it's basically perfect in every way. That absolute 60 degree corner. That precisely parallel right handed normal vector.You can't deny it's the purest, and highest tier of polygonal form transcending every other of your shitty polygons in evey plane of existance, the kind of object only could have existed on platonic ideal dimension, yet is right here under my control.This is the ULTIMATE EXPRESSION, the HOLY GRAIL of LOW POLY MODELLINGYet is expressive. This triangle can represent everything you'd ever wanted it to be. It can be a face, a cup, anything you're willing to assign meaning to.While at the same time pixel shader interpolate it to INFINITESIMALLY DETAILED plane
>everything is made out of tris!!! xd
This man controls the trianglesCompared to him? You are nothing
>the absolute state of dead board shitposting
Oh no, the modern artists have into 3D art after all.>>619072>That absolute 60 degree corner. That precisely parallel right handed normal vector.WRONG WRONG WRONG!I'm going to ruin everything about modelling for you scrubs. Your verts are almost never where you think they are. Due to floating point imprecision, unless your vertices align with integer values, they are never where you place them.If you place a vertex on the X axis at coordinate 1.01, it will actually be at 1.0099999904632568359375. And the further you go out, the worse it gets. For instance, placing a vert at 1000000.01 will actually place it squarely at 1000000.The flickering distant mountains in the old, 32bit version of Skyrim demonstrate this imprecision. You can also see it for your self by using your Windows calculator. Add 100,000 + 0.0000000000000001.This means that your 60 degree angles, are likely off by as much as 0.000001, unless your vertices are at integer values. Someday, in some distant future, we'll have rendering engines utilizing 64, or even 128 bit integers, and we'll never have to worry about the follies of floating points again.>TL:DR your triangle is imperfect and sucks because of floating points. How does that feel, n00b?
who likes non-planar polygons?
>>619450/thread
>>619450nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
>>619072WOW GREAT POST
>>619072My true love. You have [spoiler]and are entirely[/spoiler] the most beautiful face I've ever seen...
Now all that's left is to make the perfect cube.You know the one.
>>619075ew ugly manipulator
>>622088inspired on ur mom