Proposed: Improve Meshing Results by Subdivision in Godot Engine

Context and Problem Statement

For characters subdivision surfaces allow the ability to conserve authoring while also scaling polygons.

Describe the proposed option and how it helps to overcome the problem or limitation

Using subdivision surfaces in Godot is useful.

Describe how your proposal will work, with code, pseudo-code, mock-ups, or diagrams

  • Implement subdivision
  • Is the UI based on LOD multiples?

If this enhancement will not be used often, can it be worked around with a few lines of script?

Not a few lines of code.

Is there a reason why this should be core and done by us?

Can be done by other people.

References

  • https://github.com/V-Sekai/godot/tree/subdivision
  • https://github.com/godotengine/godot-proposals/issues/784

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