3DNeo opened this issue on Jun 06, 2008 · 557 posts
kuroyume0161 posted Sat, 07 June 2008 at 3:17 AM
My take here is that the OP thinks that if you increase Poser figures to one-billion polygons, then they will be able to suffice as professional figures. But this is incorrect. As replicand said very well, it isn't a matter of ever-increasing polygons for better approximation that makes PRO application (like Shrek) so amazing. It is the PRO uses of better technologies. Shrek doesn't have a billion polygons - it is probably a very low mesh (several thousand polygons) with subdivision, a good weight-mapped rig, and myriads of dynamic deformers to get that realism.
The problem with Poser figures in any professional use is that Poser is based strictly on polygonal-based meshes. Hint: the studios and big CG movie productions use nothing based on polygonal meshes. Most of their results are procedurals applied to very rudimentary polygonal meshes or more bleeding-edge methods with fully procedural geometries.
Poser is using, to be polite, archaic technology compared to the applications used for CG productions. Games use virtually block polygons (maybe a thousand or two polygons for a figure) to create their complex characters. The key for them is in utilizing the power of the GPU religiously to take that blocky cage and texture/smooth/tweak it to a point that almost shames Poser. The reason is that games need realtime performance and feedback. Poser remains where it is because it was written on cutting-edge technology twenty years ago and has not change one iota in those areas since.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
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