Forum: Poser - OFFICIAL


Subject: Request for a Subd converting PoserPro2014-tool

-Timberwolf- opened this issue on Jun 22, 2013 · 102 posts


Teyon posted Fri, 28 June 2013 at 9:01 AM

> Quote - > Quote - > > **Rex and Roxie have perfect polygonflow at 26.000 poly.** > >   > > Sorry - I haven't read the whole thread but had to comment on this from Vilters. > >   > > No they don't. I spent most of yesterday working on this FBM for Rex and I can tell you, the mesh is pretty damned stubborn.  > > That's the most detail I can get out of his hips lower abs and legs. The geometry just isn't there for certain major features where it should be. Shoulders is another area. Good texture can fill in for some of what the mesh lacks but certain forms need to be sculpted in, in order to get proper bending and muscle movement (with the help of weightmapping) during rigging/animation. Morphs can't change a texture or a displacement map.   > > Some areas of the topology make sense, others just don't. > > The current poly count would have allowed for it with a bit better distribution. A higher poly count of around 30k would definitely have allowed for much better detailing and room for mistakes. There's always going to be areas where you have more polys than you actually need. They're the sinkholes/landfills of mesh design, where all the excess geometry sort of congregates. you can get rid of most of it once you have all the necessities in place and are going back over the mesh for clean-up/optimizing. Rex's face could definitely use more geometry, especially around the nose and ears.   > > A mesh designed for subD takes a bit more pre-planning and design in order for it to work just right and be flexible enough to pull all the details out of it that you're trying to get in the first place.  > >   > > ~Shane

 

Yeah see, the only kind of perfection I'd ever claim about ANYTHING is that it's perfectly IMPERFECT. lol. There's no such thing as perfect. There's perfect for a given situation but not all situations. That's why I try not to use absolutes like that.  

That said, we agree that a good sweet spot for models would be the 25K-30K quad poly range. The mesh flow Darrell implemented in Rex and Roxie reflect choices he planned to make in their rigging to allow for good deformation while at the same time trying to accomodate concerns for morphing. Not an easy tightrope to walk.  He did a good job capturing my sculpts and while I wouldn't have made every choice he made in the topology, I still feel you can get good forms. Details - yes, you're right, some details may be difficult to achieve directly with the way the mesh is currently laid out but the forms those details are placed on are there. Muscle detail can be had in the mesh directly and taken further with a map. I have taken the body builder morph for Rex and loaded it in Zbrush so you guys can see the difference between form and form with secondary details.  The secondary details are where things can go either way (easily made and not easily made).  No additional sculpting was done to these models. I just loaded the OBj and subdivided. I could have given the same example in  Poser but I don't have decent shiny materials for what I wanted to show.

This is form.