3DNeo opened this issue on Jun 06, 2008 · 557 posts
Tashar59 posted Sun, 08 June 2008 at 5:21 PM
phantom, that's a nice clean mesh.
*"I just applied the same theory ( 8 sided lowest common denominator for rounded surface ) to the eyes and eliminated 2000 uneeded polys.
*Yes, there is not a need for those high poly eyes. What figure was it that the eyes are just about the same poly count as the figures body, Miki? I think that was the one. It really does show the thought needed to create a good low poly mesh
.
*You know, I got to thinking about Poser and Renderosity. It seems to me that Renderosity's market is really dependent on Daz's figures and CP's figures. Maybe we need to change that status."
Good thought but would it work. It's not the figure so much as the support for it. There are lots of other figures for poser out there but only a very few have a lot of success. That may change as companies like Daz slowly become more subD oriented. They have built thier produts to handle subD. A main funtion that poser is behind in now. Smoothing still relies on lots of polys.
Which brings me back to the main topic. A high end, poly intensive poser app as suggested is a very poor way to do things. Your going backwards and not forwards with the tech that we have now. As others have pointed out. Realism is not defined by heavy poly count, it is materials, lighting with help from subD tech. I had thought the same thing as you a few years ago until I learned more about it.
BTW, Modo is not that hard to learn and there is a very good book for beginners. That and the tutorial vids that come with Modo, anyone can learn to model in it. I'm proof of that. LOL Also there are some great tutorials at other sites and Luxology has some great ones free and for sale, cheep, compared to what I've seen others apps tutorials priced.