Forum: Poser - OFFICIAL


Subject: Why are DAZ High Polycount Meshes so Popular ?

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


AntoniaTiger posted Fri, 20 April 2007 at 11:45 AM

Looking at some of the latest DAZ stuff, I'm inclined to think that they just don't know what to do with Poser 5 and later. And they have their own DAZ Studio which is, in many ways, still at the level of Poser 4. Now, there are some talented people selling content through DAZ, and V4 seems to involve some clever stuff, as well as some really awkward choices--look at the UV mapping for one--and a lot of things poorly explained, and I'm beginning to think that there's nobody there with the particular inventiveness of Anton Kisiel. That sort of creative genius is rare, and it sometimes leads you into other problems. But I don't think DAZ have access to it. The other side of the problem is exemplified by both DAZ and eFrontier. Look at the quality of information in a DAZ readme. Examine the Poser manual, and try to figure out what the shader nodes do. Does anyone remember the discussions of the P5 Hair Room? You have to communicate the details of the innovation, in a way which allows people to use it. Of course, people have to read the instructions too. There's a lot of mileage in click-click-click-NViaTWaS.