Forum: Poser - OFFICIAL


Subject: High-res: Are we going too far?

Nalif opened this issue on Sep 08, 2005 ยท 47 posts


Nalif posted Thu, 08 September 2005 at 7:56 AM

It seems everyone is obsessed with high-res. Figures have to have tons of polygons, textures have to be 4000x4000 minimum, etc. Taking a look at major CG films and animation projects, some of the most realistic examples use primarily procedural shaders, which P5/P6 support very well. I've seen a few people do amazing things with the shader room, but not many people seem to appreciate it for what it is. I've seen people use mathamatical alithograms to create eye textures completely map free. I've seen decent looking skin shaders done - with practice, and a group effort, we could see amazingly realistic skin shaders without the use of a single image map. Every day I see posts complaining about "I have 4 V3's and a M3 plus a vehicle and a bunch of clothes and weapons in my scene, and poser stalls. Poser sucks, it can't handle even a few figures!" - Now granted, Poser may not handle textures and models as well as some programs, or even as well as it should. But take a look at V3 and M3 - They're extremely polygon intensive. Much more so than they need be - and their modeling, while fairly realistic in most reguards, doesn't seem to be too efficient. Throw in some morphs, some 4000x4000 textures, some weapons, some more 4000x4000 textures for them, a ton of lights, turn on ray-tracing to get those reflections going, and you're trying to render a pretty complicated scene. I'd like to see modeling trends going in the opposite direction - Lower res figures with well thought out joints and polygon distribution, procedural textures that don't take up nearly as much RAM, etc. I'm curious as to why everyone seems to be running away from these things instead of embracing them.