Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 02 10:01 am)
Building an efficient mesh is an acquired skill in 3D modeling. A high resolution model may not necessarily be better, it may just have more polygons. Its a case of putting the detail where its required and being wary of the surface quad divide tool. Also NURBS modeling is notorious for creating high density meshes.
A good rule of thumb is to have a poly count comparable to a similar Poser model. For example the P4 male is about 19,000 with an OBJ file size of 2 Mb
Also remember that a lot may be accomplished in the texture.
I've also found that it makes sense to design with the target in mind. For example, the base obj files of my dagger and my rapier each come in at less than 1mb. If you zoom in so that they're life-size on the screen, no amount of rendering tricks will make them look smooth, but they look just spiffy in the Dork's hand when he's rendered at six inches tall, 300dpi.
I've been doing what PhilC recommends, hand-building meshes and comparing my file-size for similar objects to the models and props shipped with Poser. I feel that as long as I'm under or near a similar object, I'm probably OK. My models have very comparable render times so far on mid-ranged laptops and desktops.
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Hi- I am working on a vehicle prop, and I was wondering how many polygons were too many for the average poser user? Also, How many Polies does a standard poser figure have? How many polies before the eaverage user starts to slow down? If there are any people out there who make props for poser, and can share your experiences on this, it would really help. Thanks. Aharon