Forum: Poser - OFFICIAL


Subject: Will HIGH-END programs and Daz figures ever be made?

3DNeo opened this issue on Jun 06, 2008 · 557 posts


wolf359 posted Sat, 07 June 2008 at 7:20 AM

Quote - 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.

Quoted for agreement !!!!



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