Forum: Poser - OFFICIAL


Subject: "AAA" game dynamics vs. popular figure posing apps

moogal opened this issue on Sep 27, 2012 · 19 posts


moogal posted Thu, 27 September 2012 at 6:40 PM

Quote - lol what he said, the average game figure aims for 10 to 15 thou polys and dont forget there usualy tris NOT quads and that includes the figure clothes and hair. But for the "cut" scenes they do use high polys models much as we do

Tris vs. quads is an interesting point, but I thought most renderers still split quads at render time.  I know t-strips are an efficient way of building a mesh quickly, but again I am not talking about using these techniques for speed.  In many instances the quality of recent games seems to have surpassed what we are even able to do, in a reasonable amount of time anyway.  Games don't use high poly models because they can now do subdivision and tesselation in realtime.  Whether the quality is yet good enough is I suppose up to the individual artist.

I know other people also feel that dynamic hair vs. transmapped hair is a tradeoff.  Transmapped renders fast and often looks quite good.  The one thing it doesn't do well is move like hair.  OTOH, believable dynamic hair can be difficult to create, and (at least in Poser) always slows down performance.  Game developers have managed to do what neither Poser nor Daz developers have done in creating transmapped hair that also moves naturally.  I would love to have that in Poser, though I'm sure others would think it a useless hack.