arrow1 opened this issue on Apr 30, 2014 · 82 posts
Male_M3dia posted Fri, 02 May 2014 at 6:05 PM
Quote - Hi Everyone again! I still would like to know the difference between Genesis 2 and other figures. Cheers
Let's start with genesis versus Gen 4.
Genesis has around 18k polys versus the (i think) 70K polys in Gen4. Genesis uses pixars opensubdivision to smooth out the low poly mesh. With some tricks in how those polys are placed you can get some decent looking morphs out of the mesh... or have characters that use the HD technology.
Genesis is able to use multiple UVs and can be switched on the fly in DS or via a companion file in Poser. Gen4 only has one UV per character.
Genesis is weightmapped for improved bending. Genesis also can have adjusted rigging so you can make larger or smaller characters on the fly. Any genesis character can use clothing made for it, with the automorph generation (or transfer active morphs in Poser). Some extreme shapes may need custom fits, but generally clothing will fit.
Genesis also supports geografted items, which replace parts of genesis' mesh, so you can add horns, tails, or genitalia.
Genesis does not have injection channels, morphs are added to the figure via dsf files containing morph and rigging information. The morphs are added when the figure is loaded into the scene. This keeps morphs from overwriting each other like in Gen4 and you won't run out of injection channels. Gen 4 uses injection channels, but can add additional channels via ExP technology, which adds new channels to a figure.
The genesis platform allows you to create character files, so you have premade figures that automatically load, such as the base V5 and M5 characters. You can use wearable files, which allows you to load a particular outfit on a character via a single preset. So if you had a football outfit, instead of loading each piece you would load the entire outfit via a preset.
Genesis 2 has the same features of Genesis 1 but:
Is separated into a male and female base. This makes it easier for content developer to make gender specific clothing (for example it was difficult to make a bra on genesis as the base figure had no breasts), the polygons are arranged slightly different to add more detail to specific parts of each gender, and each has a specific weight map that allows more gender-specific bending, which needs less correctives than making a specific gender with an androgynous shape like genesis 1. Genesis 1 uses a single base figure which contains both male and female morphs, it allows users to mix morphs, but requires a lot more correctives behind the scene that a vendor has to make to correct for the single weightmap.
Has about 21K polygons versus genesis 1's 18K. Each figure has a slightly different polygon flow and distribution.
Both male and female characters are able to share clothing. You would have to use either autofit in DS or the Cross fit tool which adds the gender directly to the clothing, bypassing autofit, which works well for things like tunics, dresses and loin cloths.
Both genesis 2 figures can also share morphs. Each figure has a clone of the other so those can be used to transfer mrophs.
Genesis 2 has a rigged jaw so it handles expressions a lot better than Genesis 1.
Bending is improved in genesis 2 due to the improved gender specific weight map and rigging.
Both Genesis 1 and 2 can use HD technology with allows a vendor to sculpt detail into a subdivided mesh and use that as an enhancement of the base morph. So you could create a characters then a HD version that has skin folds, wrinkles, creases, moles, etc for a more detailed character when rendered.
That's enough to at least get the list started.