Cast & Render

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Topology before beauty

A mesh that renders once only has to survive one render. A mesh that ships has to survive three agencies, a rebrand, and whoever opens it in 2029.

The prettiest render we made last year came off a mesh we would now refuse to hand over. It looked correct from the one angle the brief asked for and fell apart the moment a different agency needed it forty degrees to the left.

What we check before a surface goes on

  1. Quads, and the reason for every triangle. Triangles are allowed. Unexplained ones are not.
  2. Edge flow that follows the manufacture. A drawn part flows differently from a moulded one, and a subdivision surface tells on you either way.
  3. Scale in real units. A bottle that is 0.5 units tall is a bottle nobody can light with a real-world softbox.
  4. Naming that survives export. bottle_shoulder_L beats Cylinder.017, forever.

Flat, never bent

Our shorthand for this is flat, never bent — the mesh should still be clean when it reaches the viewport, not straightened out in post by a displacement map that hides the crime. Bent meshes always come back. Usually during a relaunch, usually on a Friday.

The good news is that this is cheap. Building clean costs maybe a tenth more time up front and saves entire weeks the second time the object is used. Which, for anything worth modelling, there always is.

Bring us the object this applies to.

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