-Timberwolf- opened this issue on Jun 22, 2013 · 102 posts
Teyon posted Fri, 28 June 2013 at 9:42 AM
Quote - Stephanie I/Michael 2
They are the same mesh and are 34700 polygons.
That is the bare minimum needed to create an accaptable "ripped" muscularity.
The example you give, Teyon, looks way too soft.
I wasn't going for ripped. I was thinking more muscle man from like back in the day. I can agree that more polys would help in getting that ripped look you're wanting, Joe. I also think - for a still anyway - you could take what I've done, throw on a displacement and no body would really know the difference assuming the person making the displacement had a clue about anatomy that is. I know that isn't always or even often the case though. It's not a perfect solution and I know it's not the way some people like to work. This go around, this is what we felt was best for us in terms of making a quality set of figures that bent well. For the most part it has worked - outside of the folks who want more polys, the only real complaint I've seen about the figures is the elbow issue. It's a sign, to me at least, that we're heading in the right direction. I mean, you're not telling us you dislike the figures, you're telling you want more polys to work with the figures the way you're used to working. I see that as a good thing and despite what you may think, I hear you.
Like I said, this go around we centered more on getting somewhat attractive figures that bent well and worked easily with subdivision over the previous way of doing things where we were more concerned with morphing almost at the expense of all else. Ryan and Alyson were two of the most morphable (they came with a massive amount of morphs) figures we've ever released but alot of their forms were off and they weren't terribly pretty. In a case like that you have to strip away everything and rebuild to have a solid foundation for future development. I think we've done that.
When the only real issues people are having are wanting more polys or wanting an elbow fix, I can honestly say I'm happy. You guys have been great in this thread. Really great and I appreciate you expressing your concerns about the polycounts and giving specific examples of areas you're less than thrilled with. This is great information to go back to the team with and say, ok...we've learned some stuff about what we did right and what people want to see from us in the future, what can we do with this new information?