RKane_1 opened this issue on Jul 31, 2005 ยท 25 posts
kuroyume0161 posted Fri, 16 September 2005 at 4:02 PM
And this is Poser's "Achilles Heel"! No sane human figure creator in the business proper uses straight, high-polygon meshes. They use a low polygon base mesh enhanced with NURBS, SPD, or some other form of mesh smoothing subdivision. Then the weight of all of those polygons is only virtual in the editor and renderer. I've seen some incredible figures done for games with extremely low polygon counts that, with proper smoothing and subdivision, look as good as or better than the higher polygon figures. This has been stated before. eF should definitely entertain the idea of implementing something like this in the future. Support the 'old' polygon-only meshes as before, but bring in technology that will reduce polygon counts while actually creating far more realistic figures. 64-bit addressing is no excuse to go, "Wow! We now have 18 quintillion bytes of memory, so 500M polygon figures will hardly impact memory!" That just won't work. The impact is also in storage, processor speed limitations (unless Poser is suddenly going to support multi-processor multi-core HT cpus), etc.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
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