Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 26 2:05 pm)
This is NOT a standard but ...
0-10K polygons = Low poly
10K - 100K polygons = Medium poly <<< (many Poser figure fall into this category)
< 100K polygons = High poly
JMVHPO ... ;=]
cheers,
dr geep
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Quote - This is NOT a standard but ...
0-10K polygons = Low poly
10K - 100K polygons = Medium poly <<< (many Poser figure fall into this category)
> 100K polygons = High polyJMVHPO ... ;=]
cheers,
dr geep
;=]
That's what I said, diddle I? :lol:
Thnx Frank for the correction ..... dam keyboreed dont no howe two spel ether. ... ;=[
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
I've personally done a couple of clothing items that are over 100k. What exactly are you trying to rig? I remember the guy that did an "iron man" suit model here got someone to rig it in Poser for him and it was something like 250k or more polys, so I don't see why it wouldn't work for you.
I'm modeling mostly dinosaurs and prehistoric sea reptiles using ZBrush: the one I'm doing now, a liopleurodon, has eight subdivision levels, ranging from 4K to 21 millions: I have two levels that might be suitable with poser, one at 70K and one at about 300K. Probably 70K will be ok since the animal has a quite smooth shape. Probably it's a matter of trying and seeing what quality I can achieve with both levels and then decide which to use ...
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blog: www.alessandromastronardi.com
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Rendo Store
If you're coming straight out of Zbrush you're going to end up with huge amounts of polys that probably don't need to be there. A common technique is to first sculpt the model in Zbrush and then re-topologize it when a conventional modeler using poygon snapping:
http://boards.polycount.net/showthread.php?t=49536
http://www.silo3d.com/forum/showthread.php?t=3929
(you may already be aware of this, not trying to talk down to you)
Quote - If you're coming straight out of Zbrush you're going to end up with huge amounts of polys that probably don't need to be there. A common technique is to first sculpt the model in Zbrush and then re-topologize it when a conventional modeler using poygon snapping:
http://boards.polycount.net/showthread.php?t=49536
http://www.silo3d.com/forum/showthread.php?t=3929
(you may already be aware of this, not trying to talk down to you)
Ehi no problem, instead I have to thank you for those link, they will surely be helpful. About my ZBrush workflow, as other users do I use the highest subdivision level to create the displacement (bump) map: and of course I use a lower level (say around 100K) as the standard mesh in Vue or similar softwares.
visit my
blog: www.alessandromastronardi.com
My
Rendo Store
And now you can use the DECIMATION master!! I can't wait to really make something cool for poser and decimate it, i still need to read a bit on it (like does it decimate the uvs?)
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I'd like to ask if there is a sort of standard polygon count, or a range, that is commonly used ? I'v been trying a little myself and found out that 300K polygons is the limit beyond which Poser grouping and boning operations start to be difficult to use.
Also would like to know, if it's possible, what average polygon count artist use here at the Renderosity market ...
visit my blog: www.alessandromastronardi.com
My Rendo Store