![]() Chinese media reported that the court accepted the petition on Wednesday, and ordered that the company undergo a bankruptcy organization. Now the government and Suntech’s state-owned lenders have finally joined forces and petitioned a local court in Wuxi to have Suntech declared insolvent, according to a company announcement. But Shi remained in the picture because of his holdings of 60 percent of Suntech. Nearly everyone wants Shi to leave the company as part of any rescue plan, and the company’s various stakeholders have partly succeeded in that goal by first stripping Shi of his CEO title, and then his chairman’s title as well. Suntech founder Shi Zhengrong has been fighting nonstop not only with the bondholders, but also with his company’s bankers and officials in the city of Wuxi, where Suntech is based. Let’s start with Suntech, which has been in the headlines nearly non-stop these last 2 weeks as it formally defaulted on more than $500 million in bonds that came due last Friday. In the meantime, I would be remiss not to mention another solar news tidbit that has panel maker Yingli forming a new strategic tie-up with GLC-Poly Energy, in what could eventually become the first mega-merger in the struggling solar panel sector. Polycounts in millions.The inevitable has finally happened at tanking former solar star Suntech, which has been forced into bankruptcy, ending a months-long battle between the company’s founder Shi Zhengrong and just about all the company’s other stakeholders. for highly you want the polygons small enough that the surface detail will be well defined, this is usually smaller than screen pixel size or even smaller than that.Depends on the object size, hardware, if it is in the background or not, etc. around 10k for character or more for next-gen.For game models, this is usually from 1024x1024 to 4096x4096 or more for next-gen.Or how the target hardware GPU memory lets you use it. for textures on low poly you want them 2x larger than a texture that has the same size pixels on a model as the pixels on the screen.The appropriate level of detail depends on how small the object will be on screen - basically how many pixels it will cover on screen: That means that for mobile phones this is different than for workstations. What is considered low-poly and high-poly changes with time and computer power, it's safe to say that low-poly is everything that can be displayed on target hardware in real-time. The details from high-poly can be baked into texture maps. You convert high-poly to low-poly through retopology, or decimation.You convert low-poly to high-poly through sculpting, or Catmull-Clark subdivision.That's why you see so much about low-poly - with knowledge about low-poly topology the high-poly comes along. The problem with low-poly is topology, which has to follow some rules, so the shading looks right, the subdivision surfaces are right or the sculpts will be right. low-polygon proxy geometries of high-poly ones - for rigging and animating. ![]()
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