Forum: Poser - OFFICIAL


Subject: Figure with the best topology?

meatSim opened this issue on Nov 08, 2013 · 57 posts


shvrdavid posted Fri, 08 November 2013 at 8:34 PM

To me, the best topology is the one that works for what you are trying to do at the time. No one mesh can fit into that all the time.

I still use the V3 mesh a lot, and I use it because if has all of those tri's in it. I use other characters as well.

Poser, Blender, and many other programs can handle and render triangles fine.

One difference is how the programs handle the normal and smoothing of triangles, that can cause issues in a few of them.

As far as squares morphing better than triangles, that depends on a few things.

First and foremost is that you can't morph a square into a triangle so easily without tearing up the surrounding mesh, but you can make a square out of any 2 neighboring  triangles fairly easily. There are a few more things that you can't morph a square into that triangles excel at.

The big push to use all squares and no triangles has very little to do with morphs at all thou.

It has more to due with UVs than anything else, or the lack of them. You don't need UV's with PTEX, and PTEX can't apply a texture to a triangle.

PTEX only works on quads, thats why there is a push for all quad models. PTEX has huge advantages over UV's. Do you want the texture on that quad 4x4 pixels, or 4kx4k. It is assigned per face, not per a material zone. This allows for some interesting things to be done to save memory, or waste it depending on how much detail you need.

The more detail you want, the more memory PTEX inevitably wastes compared to UVing..

Sounds like a great idea for doing realistic renders doesn't it..... Not.... Now you have to filter every polygon texture....



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