Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 08 10:28 pm)
Quote - Why is DAZ using this kind of UV setup?
It allows a higher pixel per UV density.
Essentially this allows smaller details to be part of the face texture. Dealing with the differing pixel densities of the maps for the various materials is just another thing that people creating textures have to deal with (just like seams in the mapping).
I've always suspected that part of what motivates Daz's innovations is the need to make things more difficult for the layman and hobbyist. If too many people are able to make their own textures, then boom, the torso, limbs and head are split into seperate uv maps and the seam count goes through the roof. If too many people are able to model and rig their own clothing? Boom, it's time to upgrade to a whole new style of rigging.
Hey, weightmapping, now we can make shoulders that bend realistically! Anton figured out how to do that with the old rigging system half a decade ago. I don't even know that he needed jcms to do it.
Quote - I've always suspected that part of what motivates Daz's innovations is the need to make things more difficult for the layman and hobbyist. ...
When you consider that what makes a product strong is 3rd-party support, this approach seems to counter-evolutionary. Simple case in point: look at Alyson/Ryan/even Miki 3 to some degree. Little or no 3rd party support, and they risk extinction, not because they are bad figures, but no one is interested in making stuff for them. Well, except for Miki 3, I guess - I have seen some lovely things made for her.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Quote - I've always suspected that part of what motivates Daz's innovations is the need to make things more difficult for the layman and hobbyist. If too many people are able to make their own textures, then boom, the torso, limbs and head are split into seperate uv maps and the seam count goes through the roof. If too many people are able to model and rig their own clothing? Boom, it's time to upgrade to a whole new style of rigging.
Hey, weightmapping, now we can make shoulders that bend realistically! Anton figured out how to do that with the old rigging system half a decade ago. I don't even know that he needed jcms to do it.
i would love to see AM with realistic bending and shoulders. if of course someone can show it. since AM is a very unrealistic looking male figure ;) heheheh
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99% UV's are around the neck. so that you have the whole head sepearate,torso and arms and legs.DAZ figures have the front face and back side seperate.
do you see the texture on M4? its the same texture on the whole figure. notice how the squares are bigger on the head?
now imagine you have a 4096 texture. the back side of the head will have a more blurry texture when rendered. this would be fixed if the UV's would be different.
you think they will change this for M5 and V5?