Forum: Poser 12


Subject: new figures nova and neo - do they have clothes and morphs

estherau opened this issue on Nov 28, 2021 ยท 62 posts


JoePublic posted Sat, 11 December 2021 at 1:35 AM

undefined posted at 6:40 AM Sun, 28 November 2021 - #2967259

can i make them muscular for example?  is it easy to convert clothes from other figures to fit these new figures.  can you make them look older and younger?

Love esther


Given that both figures have zero built in muscle topology, I'd say no, you can't make them muscular.

At least not by simply turning a dial, like you could do with one of the older figures.

The mesh geometry of these "modern" figures simply is too basic to support this.

The last Poser compatible meshes with proper built in muscle topology were Michael 2 (and Stephanie 1) as well as the Poser 4 Dork and his successor Poser 5 Don.

Michael 3 was OK-ish, but not as good as Michael 2. Michael 4 was even worse.

To make a figure with a mesh design like Nova and Neo truly muscular, you need to crank up their subdivision to create high-resolution morphs.

Problem is, this uses a lot more computer power than working with a figure that already has the necessary edgelooping built into its mesh geometry right from the start.

I have no problems using dozends of "old" Michael 2, 3 or 4 meshes on my machine. Or several Dorks and Dons.

(ACER Nitro 5 Laptop with Core I7 and 32GB ram)

But when I subdivide even a fairly low res figure twice and use the morphbrush to create a high-res sculpt, things slow down to a crawl.

Of course with a truly high end computer and a dedicated modelling software like zBrush, an anatomical correct high res muscle sculpt should not be a problem.

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Same of course with older and younger morphs.

In a cartoonish sort of way, perhaps. But any shape that needs actual mesh detail, needs lot of subdivision.

(Not to mention that even IF you or someone else has created such subdivided high-res morphs, USING them in Poser is also much more stressfull on your computer than using a figure with those morphs already built into the mesh)

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We already had perfectly fine figures that worked great inside Poser and were very easy to use even by mere hobbyists.

(And were easy to create content for)

They mostly lacked modern rigging and some more realistic proportions, but other one that...

Yet for the last 15yrs perhaps, everyone tries to emulate the way, professional Studios design their figures, completely ignoring the fact that the way Poser is used is vastly different from how CGI Studios use their assets.