Forum: Poser - OFFICIAL


Subject: Merchant resource packages, are there too many?

Conniekat8 opened this issue on Jan 28, 2008 ยท 118 posts


Penguinisto posted Thu, 31 January 2008 at 9:32 AM

Quote - The quality factor is why there is little new. It takes more know how and time and equipment plus there is more programs now to please.

I disagree with one aspect of it. If it works in Poser and doesn't have Poser-specific aspects (dynamics mostly, and the poser-specific compression in some cases), then it works in D|S. What other programs does one need to satisfy besides those two? It's a lot like saying that application makers are having an impossible time because nowadays they write programs to satisfy Windows, OSX, and in many cases Linux too... this isn't necessarily true either, and here's why: In applications programming, like making Poser stuff, the trick is to think ahead. If I avoid having an item rely on specific features of one 'platform' (be it DirectX in Windows or Dynamic Cloth in Poser), then 'porting' it is drop easy (for example, the DAZ|Studio app uses Qt for its user interface, which means it only has to write the UI once - Qt is cross-platform capable. App makers code for OpenGL and avoid DirectX for the same reason). You can do the same by avoiding 'proprietary traps' when you build your stuff. Seriously - UV Mapping is the same, Joints behave the same way, etc. So, I guess I'm not seeing the obstacles that you do. As for why quality overall kinda sucks, with gems of goodness buried within? The answer is simple. There are a lot of people who slam out items using helper tools and pre-made resources without regard to what's actually going on. They just don't think ahead. It's easier to replicate body curves, loft them, and NURB your way to a mesh (or just use one of a couple pre-made clothes maker app helpers and slice on it), than it is to build a mesh with regard to polygon efficiency, joints, seams, morphs, and other consderations. These have always existed, just that the mistakes are easier to see now. Some folks take the time and do it right, and others do not. /P