EClark1894 opened this issue on Jun 14, 2015 · 32 posts
maxxxmodelz posted Fri, 26 June 2015 at 8:53 AM
no wasn't in view of what you wrote ;-) and its all blender/cycles
the strips are multi poly cubes (100 or so I forgot) about 30~40 polys each then dropped in with a cloth sim and rigid bodies ......... was just for fun not sure I'd want to try it in poser ;-) one of the scenes has over 1.5 million polys ~ and that's without applying the mods rofl
I'm fed up of telling peeps to turn off smoothing for hard edges and yes I agree a little more geometry can solve that problem at a cost to poly count ~ posers good at what it was made to do ~ peeps can push it to limits the creators never thought of but like anything in life there is a limit
Ok, thanks for clarifying. ##### Poser has come a long way, but still the mindset of SOME content creators is to make objects for it that are modelled more like game assets were back in 1998 to 2006. Extremely low poly, with triangles, split vertices, and no support loops. Poser today is equipped with subdivision, and can support single-mesh objects with way more polygons than ever before. I'm not sayin that a book model should have thousands of polys, but a book with say a few hundred quads is actually very good by today's standards. Still, I see models out there with barely 100 polys, and even with great textures, they still tend to look so flat and fake in renders with global lighting. Not only that, but because the creator has decided to make these hard edge models with triangulated faces, or detached polygons, there's no easy way to subdivide it for more detail, without the surface completely failing.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.