Forum: Poser - OFFICIAL


Subject: Content or Software?

EClark1894 opened this issue on Mar 09, 2014 · 229 posts


AmbientShade posted Mon, 10 March 2014 at 8:49 PM

Quote -If I have to follow everyone's rule and demands, I might as well stop modeling, it's not going to be fun. This community can be so pushy.... you have to use weight mapping..... gamma correction is a must..... without topology your modeling is no good..... if you don't have an extensive knowledge about the material room you will never get anywhere as a vendor or poser users..... I can go on and on. If I'm going to live by everyone's demand I may as well stop doing what I'm doing, I will have to time left to do anything at all. At times I just want to have fun doing things without getting boggled down by all the ins and outs.

That's a rather stubborn way to look at it, and is quite self-limiting as a modeler. 

There are industry standards when it comes to modeling and topology that should be adhered to for a number of reasons. Primarily being cross-platform compatibility and ease of use. 

It should be obvious by now that many people don't limit themselves to just using Poser. They port the models they use to any number of other programs to animate and render. 

So when there's no consistency in the construction of the models, it creates a huge mess trying to sort out what models will work best in this package or not in that package.

When I buy content built by someone else I always check out how clean the mesh is. If it's a sloppy mesh I won't buy from that vendor again, no matter how pretty their model might look in Poser, because I know I'll be limited in where and how I can use it in the future, should I ever choose to. So while it may work just fine in Poser, it can be a nightmare in Maya or some other package if the mesh construction is crap. It also tells me the artist really doesn't care much about his work, and if he doesnt, why should I? There are plenty of other modelers I can buy from, and won't have the headache of having to fix their mess before I can use the model.  

A modeler should make his work appealing and usuable in as many situations as possible to maximize his customer base. It's not rocket science or brain surgery. There's a number of ways to build geometry that's clean and that animates and functions properly just by following a few guidelines and being consistent with them, and it doesn't have to be an inspiration killer. Once you learn the established techniques it becomes second nature to follow them. 

But that's just my advice. No one's forcing you to do anything you don't want. You can hand code your objs or paint with your elbows if that's what makes you happy. 

~Shane