Forum: Poser - OFFICIAL


Subject: Daz kid K4 proportions

martial opened this issue on Apr 14, 2010 ยท 199 posts


SeanMartin posted Tue, 20 April 2010 at 4:43 AM

Joe, to be fair, in some respects, DAZ simply gave the community what it asked for: "WHY WONT MY PRETTY STEPHANIE TEXTURE WORK ON VICKIE! CANT YOU GUYS MAKE IT EASIER?"

And so they did, with the Unimesh. But the problem with the Unimesh, the way I see it anyway, is that it has to be so polygon intensive to anticipate ALL of the needs that it's like painting in oils, which is really suggestive of moving mud around. It makes this huge, weighty figures unavoidable, which means that unless you have a really powerful machine, you're severely limited in what you can and cannot create. I started to worry about this when I saw how Hiro3 could go from a skinny, smooth anime figure to a detailed, realistic muscleman: the polys needed for such a transformation dont appear out of nowhere, and displacement maps can only do so much.

Well, now we've taken it to the next logical step, I guess. And it's only going to get better (or worse, depending on your point of view).

As for the rigging video that Phantom put up, I have to admit, in all my years of working with the stuff, I never thought to look at the joints to correct that kind of mesh issue. No doubt this is the same problem I see with clothing converted in WW, and now I'll feel more confident about going into those and reworking them for a better fit.

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