LuxXeon opened this issue on Feb 23, 2013 · 35 posts
LuxXeon posted Sun, 24 February 2013 at 4:31 PM
Quote - Coming as I do from a Poser background, poly count is important only because of the limitation Poser appears to have with high-poly figures. I've been working a lot more in Blender these days, and scene polys can easily end up being triple that to a typical Poser scene without Blender batting an eye: the limitation seems to be more texture size, particularly if you use Cycles (render engine - uses the GPU) and then, the limitation is imposed by the card's RAM, not by the app itself. Otherwise, if you're happy to use the CPU and wait a bit, it'll render just fine.
I'm glad to see you using quads... I think they deform better (although actually all quads are paired-tris to the program) and thus render better, and not just in Poser.
Thanks again for your input. Yeah, everything I model ultimately ends up with quad topology (even if it's at the expense of a higher poly count). Not to say I won't consider using triangular tessellation to achieve a particular shape during the modeling process (I often do), but in the end, I try to keep the topology as quadrilateral as possible. Even when chamfering edges, I use a special modifier that produces 100% quad chamfering, since standard chamfering can cause triangles at the corners, which can result in "pinching" when subdivided.
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