Forum: Poser - OFFICIAL


Subject: Why are DAZ High Polycount Meshes so Popular ?

RorrKonn opened this issue on Apr 18, 2007 ยท 266 posts


JoePublic posted Wed, 18 April 2007 at 2:48 PM

Many thanks, SnowSultan. 😄

I dislike V4 because her "HighTech" cr2 always get's in the way of custom morph creation.

I used magnets with her, made face and full bodymorphs in Z-Brush and Wings, used the P7 MorphBrush, used python scripts with her, tried to mirror her morphs, and she always, ALWAYS caused a lot more problems than any of the "old" Unimeshes did.

Of course the average user won't have or notice all of these problems, but dare to do something other with her than using her default morphs, and you're in a world of hurt.

Besides, despite all her high tech her joints are still cr..not perfect.
Sorry, the shoulders are (finally!) ok (Apart from the too high armfold), but the thighs and hip joints are still horrible.

She lost her buttocks groups, but instead got 9 (NINE!) additional bodyparts in her head.

You still have to extensively postwork her, OR make a full set of correction morphs with the P7 MorphBrush.
(Which won't work in D|S, btw)

But if one already has to make correction morphs for her, why not use V3 in the first place and avoid all the other problems ?

So sorry, but I think V4's concept of using tons of magnets to smooth the joints has already become obsolete by the introduction of the P7 morph brush.

Future meshes will have a simple, but efficient rig, and compensate any shortcomings with correction morphs that are loaded before the joint data is read.

Other points:
She lost bodydetail compared to V3, even though her body has a higher polycount. (Real people do have kneecaps)
Her mapping might be state of the art, but you now need expensive 3D texturing software to texture her without having a ton of seams all over her body.

No injection morphs and 69 magnets make her a lot slower on my machine than V3.

The preset ERC dials and "morphforms" get on my nerves.
I can dial an expression and pose or scale a mesh just fine without DAZ constantly holding my hand.

Expression and pose sets are much more versaitle and practical for new users than "smile" or "bend forward" dials that clutter up the cr2.
Using these dials is like learning to ride a bike using training wheels that are permanently attached.
They might be usefull for some time, but after a while they just get in the way.

I could go on, like, "What were they thinking when they created V4's eyes ?", or, "Why do I need another mesh that has Aiko Realistics' bodyshape ?", but I'll give it a rest now.

:biggrin: