odf opened this issue on Oct 27, 2008 · 13933 posts
momodot posted Thu, 25 December 2008 at 2:32 AM
Another thing...
I don't understand the high mesh count bodies... in most case figures wear clothes, would it make sense to economize on figures body and use the resources on hi mesh high resolution textured clothes? I am amazed by dense mesh in the eyes, inner mouth and back of the head on some figures... In the beginning the nude body mesh density mattered because Poser was oriented to the artist drawing and painting conventionally. People post-worked in the hair and clothes as needed but now the emphasis is on hi-res complicated costume and hair... why not make figures with resolution just in the hands and face and sell separate "nude" figures with high resolution bodies... body sculpting can be done with texture and displacement anyhow but clothes and scenes really need mesh detail.
The problem with early figures was the sculpting not the mesh resolution... you can take a Posette mesh and bodybag it to the V4 or Miki body shape and JPs and it looks as good or better than V4 or Miki... what was needed was beter sculpting and better JPs not dense mesh and crazy magnet fixes. I think nearly all JCM and ERC magnets can be replaced with simple low overhead body handles... in other apps people use body handles even for facial expressions... how many morphs can a simple no geometry body handle can replace on the breasts or buttocks.
Realy Poser has been hurt by the terrible magnet interface... imagine a single actor mirrored "sphere of influence" deformer tool... could be used for modeling, expressions, bend fixes etc. but the three part default number magnets are a nightmare for most people to work with.
And I honestly believe V4 and M4 were written and mapped the way they were to keep people 'out from under the hood'.