meatSim opened this issue on Nov 08, 2013 · 57 posts
maxxxmodelz posted Fri, 08 November 2013 at 8:16 PM
Quote - Yes, but the reason the 3rd gen meshes have all that musculature is due to all the tris they contain. Without the tris, they would be very difficult to sculpt for realism.
For Poser users traditionally, tris wasn't a big deal. But if you've noticed, since the introduction of the Pro line, Collada support, etc, Poser has been trying to move more into the professional world of 3D, and (most of) that world requires all quads. Quads morph better than tris and don't create artifacting in any situation. This is why, when you're going through training for computer animation and learning to build organic models, all quads is forced religiously. Once the model is built, quads can be converted to tris with a simple click, if tris are needed for the project at hand (example, game res meshes are almost always tris, with the exception of most recent games, as even they are moving to quads now).
~Shane
Well, the tris were/are an easy way to redirect edge loops, which are used to create the muscle tones, yes. There are, however, mathematical ways to use quads to direct loops too (quad ends and corners).
However, it's not always true that quads NEVER create artifacting, in any situation. They can, and WILL, depending on the surrounding topology. Uneven quads can deform with artifacts. See this video, at about 2:00.
http://www.youtube.com/watch?v=k_S1INdEmdI
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.