Ola,
I'm using MoI for hires modeling in the game industry. Basically it's not very different than Zbrush user in the workflow.
While most of the time I rebuild the low res 'by hand', MoI is still a huge help to pre-decimate the model. Thanks to the angle subdivision of the mesher, MoI show how the topology need to look like to get the best result vs polycount, priceless.
As a side story, I even uses MoI lately to resolve a very annoying modeling problem. I have to provide a very low res skybox geometry for one of our game. The idea was to create an half sphere, with a very specific subdivision pattern (simply said, more division on the lower angle). The goal was to avoid a much distortion as possible in a parallax shader.
Went out perfectly as our programmers need !
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