Forum: Poser - OFFICIAL


Subject: What percentage of poser renders actually have proper faces for v4?

trepleen opened this issue on Jan 02, 2013 ยท 270 posts


carodan posted Tue, 15 January 2013 at 9:07 AM

I don't always necessarily agree with the logic of what sells is what people really want or need. Sometimes it comes down to that's all there is, for reasons dictated by other factors such as business viability (like the cost of investing time to achieve quality results set against expected sales) or skill-bases (content creators lacking the ability or knowledge to achieve certain results).

An example would be bb's materials - before he came on the scene realistic materials were few and far between. Now there are a lot more vendors including very similar shaders with their character packs. We could argue that they didn't exist because no-one wanted them, but this isn't the case as many more vendors see the value in including them (I also understand bb's materials packs are quite popular). Prior to bb coming onto the Poser scene most vendors lacked the ability to understand shaders in the way he does, and also the shader technology in the app has developed.

I might argue a similar case for ultra-realistic mesh-shapes - that before now the technology hasn't existed for vendors in this marketplace to be able to consider it viable, and the amount of time required to accurately sculpt such shapes is similarly prohibitive.

Just trying to remain positive about the posibility of someone trying I guess, but I'd definitely buy (and I don't buy for Poser generally) morphs derived directly from head/body scans. I want that level of realism available for use in Poser.

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

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