wolf359 opened this issue on Nov 22, 2011 · 296 posts
JoePublic posted Wed, 23 November 2011 at 11:31 AM
@blackhearted: Thanks
@bantha: SubD, like any other algorithm, is "stupid". It subdivides everything, wether it's needed or not. You can build the base cage as clever as you want, when you SubD it, there still will be areas where polygons are wasted and areas left that could need a few more.
V3 is high res. But she's not just a SubD'd V3RR. Both meshes are standalone and pretty much optimized for their different tasks.
That's why, among other reasons, I based "my" figures on her mesh and pretty much ignored the (SubD'd) V4 except for some proof of concept experiments.
Of course SubD is a must have for gaming meshes where speed is important, but it's uses for Poser are really limited.
To smooth organic shapes, the polygon smoothing we already have in Poser is completely sufficient. It also works great with non-organic meshes as long as you stick to a few basic rules while modelling.
So, yes, a SubD'd low res mesh isn't just a step back for Poser, it is also is a step back for Studio.
The only ones really benefitting from this concept would be the Pro/Gamer customers DAZ is hoping to cater to in the future.
For everyone else, it means less realism and less artistic freedom.
Of course, a 130.000 polygon mesh like MIKI with fully sculpted teeth roots is a waste of your computer's resources.
But a SubD'd low polygon mesh is not the answer.
Genesis has a lot of great features.
After years of (easily avoidable) bowling ball shoulders, broken backs and exploding derriers, there finally is a DAZ mesh that bends well out of the box.
But to get to to it's full potential, we need more polygons.
A custom made high rez version (Like V3) would be best, but in a pinch a Sub 1 level mesh (Like V4) would do, to.
Not because "Poser can't do SubD".
But because as Poser/studio artists we all deserve better than an automatically smoothed out gaming mesh.