Forum: Poser - OFFICIAL


Subject: What makes a good figure?

EClark1894 opened this issue on Jul 05, 2019 ยท 217 posts


unrealblue posted Tue, 09 July 2019 at 8:10 AM

shvrdavid posted at 10:58PM Tue, 09 July 2019 - #4356340

Deecey does have a point about the chips, they do cut down drastically on the number of morphs required.

And in a way, they are nothing new in 3D at all. The only thing I would like to see with the chips, is to have what they do expanded upon. But I am not going to go into details on what I would like to see done with them, that will just get shot down by the couch flyers....

I keep seeing topology brought up in many of these discussions. People say that figures must use proper topology, etc.

There is a better fix, and it isn't new either. Adaptive topology and tessellation. But that would require Poser to actually take advantage of things everyone has.

But why use the tech everyone already has? Its far better to just let Poser languish and listen to the couch experts about whats best to make it do better in the end..... We don't need Directx, Metal, etc.... there is no need for that, right?

Threads like this should be locked...........................

Nothing makes a "Good Figure", get over it............ lol....

Speaking of Metal.... Anyone see Metal 2 in latest Affinity? Holy Bajesus! And Affinity on an Ipad Pro has like performance.

I kept turning the chips off (old workflow dies hard). Then I needed to make expressions and Deecy mentioned the chips and I was like "derp! I always turn them off". First I was like O.O

But, like ordering something you don't know off the menu of a famous chef, you put your hands into the team that built La Femme. I figured, they seem pretty sharp (like a stiletto), they probably know what they're doing. I'm happy to say: yes. They are. And they do.

Things I learned: really keep in mind how the skin would be moving in real life. Then dive in. Small numbers over a lot of chips. Then, wire those together into a master. There's your "morph". Distribute that as a morph injection. No verticies, just a bunch of valueops on parameters. Even write a little script that does just that.

Long story less long: I like the chips, now :)