Well that is quite an interesting thought JFK.
It's a matter of form before function opposed to what modelers had to do for years(build a functional model and stick to that).
Many modelers have wanted this functionality and now that it's here it is not satisfying? I beg to differ.
Especially for organic shapes this approach offers freedom never seen before - granted the time it takes to build a model 'can' go up but from an artists perspective this new process yields much better results.
During the design phase forget about topology, animation and polycount - go high-res and sculpt till you are satisfied.
When the design is ok go ahead and build a low-res cage ontop of your model.
Transfer the high-res info to higher subd-levels of your new cage using forms of xyz-shrinkwrapping or editing the base by hand-> use this for normalmapping or whatever you like.
The creative freedom of this process can't be valued enough.
I agree with you though that one should never forget about the need of a well structured low-res cage. Lots of practice is the key here ;)
It's a matter of form before function opposed to what modelers had to do for years(build a functional model and stick to that).
Many modelers have wanted this functionality and now that it's here it is not satisfying? I beg to differ.
Especially for organic shapes this approach offers freedom never seen before - granted the time it takes to build a model 'can' go up but from an artists perspective this new process yields much better results.
During the design phase forget about topology, animation and polycount - go high-res and sculpt till you are satisfied.
When the design is ok go ahead and build a low-res cage ontop of your model.
Transfer the high-res info to higher subd-levels of your new cage using forms of xyz-shrinkwrapping or editing the base by hand-> use this for normalmapping or whatever you like.
The creative freedom of this process can't be valued enough.
I agree with you though that one should never forget about the need of a well structured low-res cage. Lots of practice is the key here ;)