Ozone Subdivs = Dynamic Curvature A small video to discuss how Ozone Story Tech Subdivs are different in Epic Games #Unreal Engine than polysmoothing. The key idea is that subdivision gives your models "Dynamic Curvature" which means that the smoothed surface actively changes while deforming. This often give much more life to the surface of a model, with far less weighting work, as its effect goes past the non-deforming spans in the source cage. Simple way to say it... more movement on the final surface, with less work means spending less time and money for higher quality results :) More videos like this will be available, for free, on Ozone Story Tech new training portal website that will go live by the end of the year. Kevin Noone Fredrik Nilsson Chase Cooper C. Michael Neely James Rogers Douglas Bell Neil Helm William Vaughan Brad Clark Duncan Burbidge Rich McKain Richard Dixon

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