Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Hi momodot, LOL!!! Dolly polys ... ;=] I am inclined to agree with you. More is not always better. It depends on the detail that is required for any given project. re: Poser6 - How many vertexes does Jessi have? cheers, dr geep ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Didn't do a vertex count, but Jessi Hires is over 100,000 polys. Good for morphing, sadly CL didn't include many body morphs. There's also a lores version, I think she's about 25,000 polys.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
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I DO hear ya, momodot.
Id say MOST of the polygons V3 has are wasted in my opinion.
Yes, more polygons does mean a smoother mesh, but how often do you need such a hi-res render that you actually notice the difference ?
(Same goes for 4000x4000 texture maps)
The average gallery pic is just not big enough to justify those poly numbers.
Although I really love V2, Im having a great time at the moment playing with NEA. Its so fun to see how fast she poses and renders, especially with only the necessary morphs injected and LinLins JPs:
Now imagine doubling her polys (That would still mean LESS than HALF of V3 or Jessis weight), but using those polys at the joints and giving her multiple chests, abdomen and buttocks and even more refined JPs.
The result would be a mesh that could easily "outpose" everything else, but still be lightweight enough to be usefull for animators or folks who cant afford their personal renderfarm. LOL !
Anyway, Narcissus named NEA "ena = one", so who knows, maybe there are follow up versions of her that go into that direction. :-)
stahlratte
Using the Smooth polygons options of P5 and P6 also reduces the need for hi-poly figures. Much better to add detail with displacement maps.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
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Unfortunatelly my modeling knowledge is quite poor at this point, If anyone could work the mesh I would totally support in any way I could that project!!!
At this point I'm planning some hybrids with NEA's head over various other female bodies (in the image Nea's head on Judy)
pitklad
Message edited on: 03/27/2005 15:14
If the above is true, why then does Stephanie 1 look like it's carved out of granite with lousy joints, even in not too extreme close ups or poses? Much as I like the look of the model, it looks horrible in many images because of the relatively low density mesh. Poser ain't up to handling low poly figures well, unlike many high end apps.
Coppula eam se non posit acceptera jocularum.
SamTherapy: you're right when it comes to P4/PP or earlier. The smooth polygon option of P5/P6 does the same kind of render time subdivision that the high end apps do. Steph or V2 rendered in P4 has blocky shoulders, Steph or V2 rendered in Firefly/smooth polys looks nice. If you want good looking renders in P4, you need a lot of polys. The main advantage of P4 - easy on the system compared to P5/P6 - is largely negated by this need. A low poly mesh, but with a larger poly density at the joints and in the face - expression morphs! - should work very well in P5/P6.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Erhm, I disagree, for the most part. I use P5 Firefly with Smooth Polys by default and the mesh still looks pretty lousy most of the time. I have to admit that it's usually around the elbows, a traditional weakness for Poser models. Maybe I'm too fussy. :)
Coppula eam se non posit acceptera jocularum.
narcissus, WOW! That image is just beautiful! stahlratte , yours too, I love that pose and face :) I have been contemplating buying Travelers MorphWorld1/2 disc and checking out Azura... when it was on the net for free I never downloaded it because I thought there was not enough support for it and I had even worse bandwidth than I do today. Now I regret that when I see the comprehensve list of morphs Traveler worked up for it that are on the disc content list. I realy wish that disc was a few bucks cheaper... its just beyond my means !&%^&$%#$%#!!! I wonder what narcissus could do with that figure if he contacted Eric? and had any time to attend to it... That NEA is looking gorgious!
How does a high end app (Maya, Max) render the same mesh? I've tried rendering the .obj imported in Max 4 with its default renderer, it was no better than in the P4 renderer. After tweaking some smoothing groups the shoulders looked fine, more or less like what I expect from Firefly, but the elbows still sucked. This IS a mesh problem. A finely subdivided mesh at the joints should be able to fix it. I'm tempted to try with Nea. But I'm a bit short of time.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Momodot, completely agree with you there. Start with a low-res mesh and divide as you come across spots that are going to be affected by morphs or bends. Areas that fall on a blending zone should be subdivided. Taking a mesh and just subdividing the whole thing is overkill and unnecessarily taxing. It's like blowing up a house to kill a cockroach. :)
.
svdl - higher end apps can treat vertices in the same way as a vector drawing package can treat a line. So, you can have a low poly object with smooth curves where they are needed.
Coppula eam se non posit acceptera jocularum.
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I agree with Netherworks that only some points should be subdivided and not the whole mesh...
MayaDoll is worked in this direction. I am also working a NEA-head/MayaDoll-body hybrid...(image)
pitklad
Message edited on: 03/27/2005 17:53
Attached Link: http://www.philc.net/
Why don't you start out with PhilC's extremely efficient royalty-free low-poly mesh (about 7k total) and add more polys at the joints? This way you have the basic female shape with the right number of fingers and toes already started for you, and can refine to your own taste: dimples on the butt or straighter back or prehensile toes... whatever. :)If the link doesn't get you to the page, go to www.philc.net and search under products>utilities
I hope that he does the male version some time, too.
Carolly
Message edited on: 03/28/2005 03:51
Carolly, Thanks for the PhilC tip... it looks super intreaging although I don't know if I have the skill to group and bone the figure. His sample at 1 subdivide looks just perfect... smooth but with geometric teeth. But I guess NEA is really the true answer and it has so many great morphs, I want to try maybe those JP fixes by was-it Yamoto and his(?) geometric lashes. I am thinking of getting gryffnn's Posette P4FemMagic stuff even though I could not run it with NEA... I could use 3Dream Eternal Posette with it, although I have some trouble with the mesh mapping around the lips and getting that to work.
Dr Geep has tips on rigging and the Set-up Room. If you can rig a bunch of boxes, you can rig this. Also... remember that skeletal rigs can be moved from figure to figure in there. It is actually just a couple of clicks to copy&paste the bones, not like poor Igor exhuming bodies trying to find the perfect shinbone. I think you need the group names to match exactly, even to case, so it requires a bit of precision, but that will get you a set of bones. (If you use the premade bones from another figure, you'd need to encode your figure before redistribution, because parts would be derivative... but I think you could look at how a real body is boned compared to Geep's boxes, so that hands could grasp and toes could wiggle. If you just need figures for yourself, you should be fine.) Carolly
mapps, that makes sense. Somehow as a non-tech person I thought displacement was aplied to the poly faces or subdivided normals. Today I got around to looking at Posette with the subdividing smoothing on the Firefly render and it looked pretty good although there was weirdness in the shadows I need to look into. I have not tried displacement maps for the figure though. I find V2 just right also, though I have a stripped down expression-only V2 I made for taking character morphs.
Displacement on figures can cause problems, it enlarges the figure so it can caues eyes to fill in and make cloths go inside the character. It is only seen when rendered so do small test renders to detect these sort of problems. If you download my MTC_Poses there are some P5 mat skins in it (here in the rosity free section). Alien skin that uses P5 mats only. http://www.renderosity.com/viewed.ez?galleryid=897543&Start=1&Artist=mapps&ByArtist=Yes All the guys in this pic are using those mentioned mats. :-)
Great piece of modeling! Is it a P4 render, or did you use Firefly with smoothed polygons?
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
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A low res figure that is smooth and takes mapps well, that is what I would like: low density mesh on the head and high density mesh on the joints... great JPs. I think the future is in low mesh with good displacement but some people have this strange bigger is better mentality, "My dolly has more polys than your!" I still sometimes use this P2 woman remapped by someone else and with expression and sculpting morphs by me... you should see how it takes a map. Hmm... P2 Nude Woman 9,252 vertices P4 Nude Woman 15,378 vertices V2RR 18,331 vertices Judy 26,269 vertices V2 27,433 vertices V3 72,712 vertices I can't help think that a properly designed 10,000-15,000 vertice mesh sculpted and rigged right would be optimal.