Where the smooth becomes the extreme.
Subdivision surface modeling: it's like modeling, but with more triangles.
Imagine a world where you're not just designing a simple box, no, no, no. You're creating a Mesh Maniac's playground, where the rules of smoothness are thrown out the window and chaos reigns supreme.
Key Principles
- Increasing the degree of subdivision: because who needs 4 triangles when you can have 1024?
- Iterative refinement: where the process is more important than the product.
- Discreet control: because who needs a smooth surface when you can have a surface that's as jagged as a teenager's haircut?