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3D at DLB – Part Three

Continuing from Friday’s post, we cover the next step in converting the 3D rendering into crisp shiny assets suitable for framing: tracing into vectors.

We left off last time with a high-resolution high-contrast rendering of our model. Now it’s time to explain why.

Here at DLB, we prefer to make most of our assets as vectors. Vectors are mathematical representations of lines (rather than pixels which have a fixed scale) so they are always crisp and perfect at any scale. That’s why we like them so much. We’re absolute neat-freaks, whether it’s geometry or CSS and we don’t like building things more than once.

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NickJul 6, 2008
 
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