Forum: Poser - OFFICIAL


Subject: Do you like material zones on figures?

pitklad opened this issue on Nov 21, 2005 ยท 53 posts


Spanki posted Sun, 27 November 2005 at 6:32 PM

I always think more control is better, even i it sometimes is not used. In this case (and IMO), I have to disagree with that statement. Material zones have (like most things in life) both upsides and downsides. And in this case (for me) the downsides far out-weigh the upside. The "even if it's sometimes not used" is 99.999% of the time. Which means that I have to friken deal with those extra material zones 99.999% of the time when I DON'T WANT TO. That's not better, for me. As quinlor says "Everything that can be done with material zones can be done better and with more flexibility with some alpha maps". Sure, they eat more memory than NOT having them, but that's a trade-off I'm extremely happy to make. I'd also stress that 'more flexability' part. Material zones are restricted to the topology of the mesh polygons (the way the polygon lines cut across the mesh layout) and are therefore very 'limiting'. You get far more control/flexability (to the pixel level) using alpha map + texture overlay in P5/P6. If you hadn't seen these type of opinions expressed about V3's oh-so-many material zones in the forums before, you must have missed them - they're there :). >> I would follow the lead of the best professionals in this field. I only follow folks who have 'good' ideas :). My personal preference would be: SkinHead, SkinBody. (<---period) But beyond that I'd go for some comprimise... SkinHead, SkinTorso, SkinArms, SkinHands, SkinHip, SkinLegs maybe (that's already more than I - and a LOT OF OTHERS - want to deal with, let alone SkinScalp, SkinFeet, SkinButtocks, SkinNeck, SkinShins, etc. etc. etc.). Having said all that, I do acknowledge that there's two types of Poser users: One that likes all the zones they can get and One that hates them with a passion. It's probably wise to aim somewhere in the middle with your products.

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