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Old 01-15-2007, 10:51 PM   #2
TDR
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to progressively add more polygons (like cutting edges through existing polys) so you get more detail when modeling. You can subdivide until you reach your desired level of detail. After that you subdivide it all with mesh smooth. That's why it's called subdivision surface modeling. Remember to keep all polys quads when modeling high poly. Another way of modeling is with nonuniform rational B splines (NURBS), but I don't like it.
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