triceratops2001 opened this issue on Aug 02, 2002 ยท 24 posts
kupa posted Fri, 02 August 2002 at 10:03 AM
WS is right here. Our use of subdivision surfaces is limited to rendertime. The new P5 figures are higher in polygonal count than the old P4 figures, there are some places that really need polygonal detail. There's a point where figures can have too many polygons, but figures such as those from DAZ certainly aren't in that category. The figures from DAZ have higher poly counts than our P5 figures, so the smoothing results at rendertime are pretty amazing. We're happy about having new stock figures that look really good, and are confident that these models will be able to rise above the labels that have been applied to them in the past. The old figures have lots of fans, and I think that the new P5 figures will have lots of fans as well. As for clothes, if you are going to want to create items that work with P5's dynamic cloth engine, you'll need to construct tubular clothes that surround the figure in it's zeroed state. The zero state of a figure can be seen by turning off IK for all limbs, opening up the Joint Paramater editor and clicking sero figure. This will be a useful reference for the creation of clothing props. The cloth prop is then "draped" over the figure in it's zero state, and then it transitions into whatever pose your figure is in, following the limbs that are colliding with the cloth. The draping of the cloth in the posed state is very realistic. Cloth can be dialed in for attributes such as stretch, thickness, friction and gravitational forces. P5 also has a wind force field generator to blow cloth and hair for some great effects.