-Timberwolf- opened this issue on Jun 22, 2013 · 102 posts
Teyon posted Fri, 28 June 2013 at 9:01 AM
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.