wolf359 opened this issue on Dec 07, 2010 · 82 posts
vilters posted Mon, 20 December 2010 at 5:01 PM
Why use a high poly model when you can do the same, and a lot more with a lower poly model?
For 3D X-Y-Z- morphers, high poly models are worse then low poly models.
A mosquito net mesh does not morph well at all.
You simply do not have the room between the points to move them left-right, up-down.
Lack of space, the mesh crushes, ripples, breaks.
The latest models have great obj files, but close to impossible to rig well, mainly due to excessive poly count.
Each and every bend crushes the mesh.
Every morph (worth the name) crushes the mesh.
Then, pose, twist and bend, and bye bye mesh. Try to cloth a crushed mesh, and cloth room goes bananas too.
Use lower poly meshes, morph the hell out of them, there is room to morph between the points, and use bump-displacement.
Anything over 25K is pure pollution for a serious XYZ morpher. No room any more, no space left to move the points around in…
Take any high poly mesh, and lower the breast to a normal real world altitude with her arms down. “Lower breast-nipples about 2-3 inch”.
The Posette or Judy mesh are about as high in Poly count as one can go.
I do not like those balloons that are closer to the chin then to the chest.
I even have a hard time calling then breasts.
But:
The main reason for the “proposed” displacement map is to displace existing points into a new position in 3D Space.
Creating a point displaced, real world morph using a map, and one that, if needed, the cloth room understands for its calculations.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!