Forum: Poser - OFFICIAL


Subject: SR2-2 Beta release is now available

DefaultGuy opened this issue on Oct 25, 2002 ยท 68 posts


movida posted Sat, 26 October 2002 at 12:52 AM

wdupre: I'm playing at texturing and DinaV is my favorite (I like the realism of the model, nice smooth head, morphability, posability and blah blah blah). I've got head textures (psd layers) that are upwards of 6K...not final, but wip's...hi res digital photos (Canon's got a new model, the D1s I think)...are 11 million pixels, full frame ... layer a head texture with digital photos sliced 'n diced and 4K is not good and you have to render and re-render... how to do it in P5 if you've got a 4K texture size limit? The realism of renders is more dependant on textures than models (in my totally un-professional opinion). You can take a crap model/figure and it'll look good if you use a good skin ... I learned that one with the first Mike head morph I did...it was crap but looked ok because I used Syyds' Kane on it. BUT...you can't use a crap skin on a good model and have it look good, just doesn't work. So the point of all this rambling is that many people want realism ... digital based skins are the most realistic in close-up renders. If P5 can't handle anything over 4K texture sizes you're limiting how far artists can push it (at least in this direction). Many people have upgraded their hardware for P5, so ... the machines can handle it and P5 should be able to also. I'm not one in favor of limiting what a lot of these texturers will be able to do with figures/props etc., because if you do that...you limit Poser and it's usefulness in ways that may not be apparent right now. I just do not like arbitrary, senseless limitations which will hamper creativity. Just think of the 3D worlds that could be created (like HMann's 3d world, which I really like) without texture size limitations or rendering issues. end of intended guilt inducing plea to CL to get rid of the f'n 4K texture size limit g Jan