If you ever tried out box modelling, you'll probably know of the Subdivide>Hypernurbs subdivide option which turns your manipulated cube in a more organic mesh. You will also know that, when hypernurbsing this, you get something quite complex, and it's a nuisance having to drag your mesh in and out of that hypernurbs thing.
A nice trick, which I found at CGTalk, (and I did try it out!) consists in creating an instance of your cube (objects menu, under modelling) and then place your instance as a child of the HN object, and the cube and the HN as children of a null object. Finally add a Display tag to the HN which you can set to wireframe or Gouraud as you please.
This allows you to set the viewport to wireframe, Backface Culling enabled.
I added an example with a cube. Enjoy!
(C4D8 needed, evt even 8.5, not shure about that.
A nice trick, which I found at CGTalk, (and I did try it out!) consists in creating an instance of your cube (objects menu, under modelling) and then place your instance as a child of the HN object, and the cube and the HN as children of a null object. Finally add a Display tag to the HN which you can set to wireframe or Gouraud as you please.
This allows you to set the viewport to wireframe, Backface Culling enabled.
I added an example with a cube. Enjoy!
(C4D8 needed, evt even 8.5, not shure about that.
