Forum: Poser - OFFICIAL


Subject: 3D progression over time

3D-Mobster opened this issue on May 06, 2021 ยท 4 posts


3D-Mobster posted Thu, 06 May 2021 at 7:44 AM

Weird title I know, but what can you do :D

Anyway found this video that some 3D artists made, where they show how they have progressed over the years. Sort it would be fun for people to see and maybe think back to when we ourselves started, facing all the same issues and to some degree still do :D

Our 15 Year Art Progression


SamTherapy posted Thu, 06 May 2021 at 8:06 AM

When I started with Poser, plastic hair was the order of the day and Victoria was big news. There were a few transmapped hair sets arriving but not too many. No such animal as weight mapped figures, nor dynamic clothes, injection morphs weren't even a twinkle in Dan Farr's eye.

I know I'm not the earliest adopter of Poser by far - only about 21 years - but it's still amazing how the thing has grown and changed in that time.

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3D-Mobster posted Thu, 06 May 2021 at 8:36 AM

SamTherapy posted at 8:29AM Thu, 06 May 2021 - #4418549

When I started with Poser, plastic hair was the order of the day and Victoria was big news. There were a few transmapped hair sets arriving but not too many. No such animal as weight mapped figures, nor dynamic clothes, injection morphs weren't even a twinkle in Dan Farr's eye.

I know I'm not the earliest adopter of Poser by far - only about 21 years - but it's still amazing how the thing has grown and changed in that time.

Fun watching this, these guys are obviously very good in my opinion, but especially the early models remind me of myself. I first tried 3D back in the days in something called Truespace, when 3D was very new, where you could buy those magazines which had a CD with programs on it :D. And I thought it was very cool, remember that also everything back then was 2D so it simply being 3D were like, what Virtual reality is today or something :D

And I didn't get it at all, I weren't very old, but the whole idea of working in 3d space made no sense to me with all the different viewports etc. How to even model things. So what I did was to use a single viewport and then only primitives and just line them up so they looked correct in that view. So the moment the camera turned the models were all over the place :D


Eronik posted Thu, 06 May 2021 at 11:05 AM

Ahh, Truespace... there's a name from the past. As for me, started on an SGI with Alias, Maya's ancestor.