Forum: Poser - OFFICIAL


Subject: (dead horse warning) Snobbery against Poser (and DS) users

infinity10 opened this issue on Feb 12, 2014 · 78 posts


maxxxmodelz posted Sat, 15 February 2014 at 2:03 PM

Quote - AND that is where the premade models come in.

TIME constraints.

Also I find it abit ironic, in this thread the snitch about "modeling" to "sculpting"....I do not do animations.  My work is purely for stills.

That being said, zbrush/(smaller brother) sculptris is modeling.  But even in that aspect the snobbering shows up.

And it is snobbery. When one side is looking down on the other for which ever reason(be it a pedantic need to point out edges etc) or whether someone has "made an image from the ground up"..its snobbery.

It also works against the community as it (tries) to make others feel bad about what they do. It attempts to make people go "well what is the use"...it works to some extent. Which is sad.

Ill put out there again...

"I hate the terms low end and high end, they're all just tools, some are better at certain tasks than others. I see all of us artists as one big community, regardless of what software we choose to use or what sort of job we have." Pixars-Neil Blevins: April, 2013

If a PROFESSIONAL like Neil Blevins can see it...why cant all those other people looking down their nose cant?******


I wouldn't consider it snobbery to be specific in terminology.  If it's being pointed out just for the sake of argument, then yes, it's idiotic snobbery.  In general terms, sculpting and modelling can be interchangeable terms, but technically speaking, they are distinct talents, and different techniques.  Sculptris topology is delaunay triangulation, and can't be subdivided well with industry standard Catmull-Clark subD algorythms, and would need to be retopologized using traditional polygon topology tools.  This is particularly important if the model has a future in animation, but can be equally important in stills, depending on the scene.  It's sometimes important, if you're rendering a large scene with lots of high poly objects, to be as efficient as possible with your topology.  Subdividing the geometry, only when rendering, is a common technique to conserving viewport resources, etc.

You can call sculpting whatever you wish, but if you were working in collaboration, or creating models for distribution, the distinction would make sense, and shouldn't be considered snobbery.  Even many software packages make the distinction, by having "sculpting" tools, which are not the same as "modelling" tools.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.