Nyghtfall opened this issue on Sep 17, 2014 · 168 posts
Male_M3dia posted Thu, 18 September 2014 at 11:19 PM
Quote - My understanding of the purpose behind the release of each new generation of figures was to improve on the one before it. Yet, everything I've read about Genesis and Dawn claim both figures proved to be a step back in terms of what artists can do with them. Whether it's Genesis's comparitively low poly count, or Dawn's jaw line, both systems have been reported to be inferior to previous figures.
As an artist specializing in Horror scenes, all I care about is whether whatever figure I'm using can be realistically put into what might be considered some rather extreme poses, and for whatever content I'm using to support those poses. For example, I might want to have V6 wearing a long-sleeve shirt while reaching up over her head to clutch a rope she's being hanged with. I need to know I'll be able to put her in such a pose without either the figure or clothing mesh tearing.
I own several morph packs designed to fix most of V4's flaws and give her a touch of realism, but have yet to see anything similar released for Dawn or Genesis. It's as if V4 was the last great figure released, and no one wants to touch the new stuff.
I'm not concerned about what anyone might think of me for using one figure or another. I'm concerned about the ongoing lack of support for new technology.
I'm with Moriador; you probably need to look at the DAZ store, especially the creature section to see what is made from the base. There's a lot of different creatures that were made. The lower poly count isn't much as an issue as there's not much difference between V6 and V4 from the renders once subdivided. Also characters using HD tech has higher mesh count when rendered than V4. Weightmaps are more manageable with lower poly meshes. Working and creating with a lower poly mesh is simply a shift of how to create; artists in other applications have been working with lower poly meshes for years then adding the appropriate maps to render their work.