wolf359 opened this issue on Nov 22, 2011 · 296 posts
vilters posted Wed, 23 November 2011 at 9:05 AM
I agree with banta
Posers Smoothing option is on par with Daz subdevision.
Both have their advantages.
Both give smooth results.
While CCSubD does offer more options, please think about the drawbacks also.
Run a cloth sim over a mesh.
Then render, and at render time the figures mesh gets SubD.
Oh! Oh!
Trouble in the house.
Oh, BTW, I can prove this, but am not behind my Poser PC at this time.<
And dynamic clothing is normally build quite dense already, subdeviding it futher would bring everything on its knees.
So CCSubdD might be a good extra tool but it is not the ultimate solution to all out problems.
Remember.
When introducing CCSubD that every figure and or clothing item will have to be build with CCSubD in mind already.
We curently have 5000 Poly ears and 2000 Poly navel area's. Where is this going to lead to...
Please do not open my 10000 Poly mouth after CCSubD.
My SubD mouth mesh will hold water.
And???
Leave absolutely NO room to morph figures for us heavy X,Y,Z morphers..
We need room between the points to morph.
While implementing CCSubD is certainly a future option, figure builders will have to start to re-think the building, and Poly distribution will become even more important.
Building a Low Poly figure, subdeviding and selling it seems OK and general practice now.
But when the figure gets subdevided a second time inside the app?
Poly distribution will become a complete nightmare.
Just my 2 cents
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!