Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 8:11 am)
Well thats alot of information that i didnt know...... Thank you for posting here. As a texture creator only, I need to know the market and I find your request very informative and gives alot of direction to people whom arent familar with the feild and want to be apart of it. I personaly find M3 to be a let down and that he is a new figure based on v3 and he looks so fem, its hard to get a manly apperance out of him..... I wish you much success and pray your request dosent fall on deaf ears..... Kindest regards, Mel
Mel, M3 is not based on V3. V3 and M3 are based on the UniMesh, that is a difference. The Freak is based on the UniMesh as well and so is Stephanie. But none of this models is made out of the other. They just have the same origin and from there they are developed further.
Every
organisation rests upon a mountain of secrets ~ Julian
Assange
Actually the fact that M3 and V3 were based from the same geometry was a good idea. It was so because they are of the same bipedal humanoid shape. Two arms, a nose, pairs of legs, ears and so on. Now if M3 has four arms and slimes rather walks that's a different story.
So I actually find the argument about the fact that M3 and V3 shares the same geometry quite irrelevant. I infact don't even understand how this had brought about heated debates in the past.
They are polygons nothing more. Points in virtual 3D space that can be easily modified limited only by the imagination of the end user.
And, I also very much like the idea of the morph injection. I admittedly thought it was a brilliant idea. Rather than having to load the entire morphs (there are what, hundreds of them) all at once, I could load only the ones I needed. So I fully support the morph injection technology. I don't like how it clutters my Pose library but that's the limitation of the software on how it manages its runtime directory.
But the main post really was about better integration to other popular 3D application.
You make some excellent points. Better integration with the larger 3D community would be great. So would lower poly (with SDS) versions of the figures. In fact, what you are describing is just exactly what Curious Labs intended to do with Poser 5! And it says so in the introduction of the manual. Considering the feud between DAZ and CL, I see DAZ's 3rd generation figures as evidence of the fact that they have chosen NOT to go the route of Poser 5, but to rely on massive poly counts for detail and morphing control rather than to use more modern rendering techniques to achieve the same result. On the other hand, Morph Injection is a pretty good idea - just wish we could have it without all those extra polygons. Of course, all this is speculation until we actually see DAZ Studio, so its anybody's guess. I'll just add my voice to yours and say, "From your mouth to DAZ's ear"!
Provide a subdivision based rendering (like renderman) so that users can still have smooth edge low rez Vicky.
The 3Delight engine, which forms the core renderer of DAZ|Studio, supports subdivision and is RenderMan-compliant.
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I hope this will be read thoroughly. It's in regards to Daz Studio. (Or at least any potential cr2 compatible application.)
The majority of my work is animation. I chose Poser as a character animation tool because of it's easy set up and readily available accessories. I am assuming Daz will also try to position Daz Studio also as an animation tool rather than a full fledge 3D package, perhaps not as robust as messiah but close. (Well I do hope it'll be as robust as messiah but with a faster workflow like Poser.)
One of the perks with Poser Pro, the plug in uses geometry deformation on the imported character. Thus any additional morphs added on the external application is useless. Why is this important. The vicky series may render well in Poser but in Lightwave, the deficiency in the polys really shows. So additional fixes, vertex based are needed. Certain normals are reversed especially the case with V3. Then there are geometry breaking apart while bending even at the minium that are too expensive to fix during post.
Also, since bones structure are not explicitly imported, I can't parent anything to the figure. For example a spotligh in Lightwave parented to a Poser figure's hand holding a flashlight is impossible other than manually. This is such a let down. A very big let down. Oh, I can't begin to describe how such a let down this is.
Although I would not subdivide V3, but it still is nice to have that option for example for her clothing. Right now, any modification to the geometry breaks the plug in.
Lastly please, kindly, I beg thee, make a low rez V3. I just find it quite backward how in the 3D industry low poly characters are the holy grail and V3 have thousands and thousands of polys. It's near impossible to animate anything creative with V3. Applying LW MD to V3 is completely out of the question.
Which then brings me to Daz Studio itself. Provide a subdivision based rendering (like renderman) so that users can still have smooth edge low rez Vicky.
I meant to say to all of this is, kindly build the software so that it'll have close (perfect) integration with other popular 3D packages - or just Lightwave, I know you guys use Lightwave ;). Studios with lots of deadline will eat your product like flies knowing that they don't need to model a realistic human figure from scratch and rig it too. And with all the accesories available and should I say, at bargain prices, and you'll have a sure winner.
Again, I beg thee, make a low, low, rez V3 and M3.
I honestly am dreading bathe in sweat thinking what the next version V4 and M4 will be. A zillion poly count? If that is so then I might as well use a real human being. Realism but low in Ram requirements, soft and hard dynamics standard, no boning required. Renders perfectly too. Although morphing maybe too expensive.
And sorry for the bad English. Me bad Englsih speaker. Best Regards