wolf359 opened this issue on Nov 22, 2011 · 296 posts
Blackhearted posted Tue, 22 November 2011 at 9:41 PM
Quote - The problem is that "on the fly" subD doesn't equal a high(er) rez mesh. CC SubD (As well as Posers polygon smoothing) can smooth a mesh.
But they can't add mesh detail.
To add mesh detail to a low res mesh, you need displacement maps. Which introduce their own sets of problems.
Catmull Clark SubD is a "nice to have" feature, but definitely NOT a proper replacement for what can be done with a "proper" high res figure.
Even games these days have no problems any more with higher res meshes, so turning back the wheel to the Dork and Posette days with ~20.000 polygon meshes really doesn't make any sense.
If your machine can run Poser 9 or PP 2012 (Because that is needed for Genesis anyway), a high res version of Genesis will have zero impact on it's performance.
Too many polygons are bad.
But too few are even worse.
^very well said.
personally i have no issue with the resolution of the poser meshes we have now. there is enough detail for morphing, and more detail can be added with displacement maps. proper mesh flow and density is far more important than overall polycount. we need to stop making figures with 20k poly vaginas and put those polys where they can actually make a difference such as around the eyes and mouth. i could morph Quato out of the vaginas of some of the figures that are out now.
while sub-D would certainly be a nice feature to have to add to our bag of tricks, its certainly not the 'holy grail' its being made out to be. people tend to clamour for features they think they need, all the while overlooking what they already have.
where sub-D would be most useful is in the cloth room and not on figures themselves. i am sure we will see sub-D in an upcoming version of poser, as for now i am glad SM decided to go the IDL and SSS route.