I like it when people try and start a situation for no reason, when they clearly don't know what they're talking about just to shit on something randomly. Maybe I'm in a bad mood, but I feel like the somewhat aggressive comments people made on the body are uncalled for.
- Literally no one is stopping anyone from creating morphs for it, no one. Just bring it into Bodyslide or your software of choice and start working on the morphs for the body, also theme has nothing to do with the body from here? I mean, it's like saying "I don't like tits" when all you wanted to say is "I like butts" in thread full of tits made by tits for tits, it's so random. The body is lacking in morphs, that's it, I fail to see why this is such a 'disaster' for some people, UNP and CBBE exactly started out like this.
- No, this won't create body-wars c'mon now, it's about as silly as saying Starbucks' green cups started a War on Christmas because they aren't made red for the jolly season. Also, I fail to see why people worship CBBE so much when there is nothing special about it, it just got lucky to be included as base package in BS2 because dimon99 (the guy for UNP) dropped out of the modding scene like a meteor drops out of the sky. A series of fortunate events are what made CBBE into the standard, and why the standard still needs UNP morphs.
- Talking of CBBE, OK, lets go at it why it's technically not as great as people claim. The base vertex of the model hasn't been clean for a while (before finishing or exporting a model you have to do a couple of thing to 'clean' up the model, so that when say your animator, rigger or anyone else in the pipeline gets the model, you don't end up with weird shading/rouge vertex issues). There are even a few places on the body when lines are offset for no reason when symmetry should be key to the basics of a body model, not to mention the ridiculous proportions of the body that seems like the poor girl is lacking a spine, only serve to exacerbate the issue (breasts also don't look like balloons).
- The UV is bog standard, there is literally nothing magical or special about, people like to mention that it's more 'space optimized', but what they fail to mention is that it's only space optimized for feet, nothing else. I mean you guys do realize there is like 2 large areas on the Vanilla UV's that aren't used, and simply unfolding a separate island for the feet is all you need, right? Lets not forget about UV normalization, you either scale the UV islands 1:1 to keep texture consistency OR 1:2 for smaller areas (like feet having more detail) but that isn't optimization or quality work, that is what artist believes should be best, and having a set of UV's that looks like a computer unpacked isn't optimized. There is a reason 4K textures are needed on CBBE, so lets not beat around the bush (pun intended). CBBE UV's are outdated, period.
- Speaking of feet, has anyone even taken 5 seconds to look at them? They're distorted and broken, almost like gravel, the nails especially are bad in this regard and while I do appreciate realism, there is a reason feet are in games are designed with some space between them, it's so if an artist wants to preview socks on them or create extra assets around them, they can. Feet being 'closed' together comes at the last part or if feet aren't the detailed enough to validate the quality (like Dark Souls 1-2). Also, the UV's for the feet are terrible, we have progressed eons in unpacking tech for your Max and Mayas, yet people still insist on unpacking with planar mapping when most people in the industry use LCSM. Once again, outdated why? It takes literally 5 minutes in Blender, Max or Maya to fix the issue with todays tools, even with a couple of free tools.
- Triangles =/= Quality, I would like to know who was it that started this silly notion that 'moar polies sovles problemos!', because they don't. If you don't have a proper TOPOLOGY or proper SKINNING, then no amount of polygons will save your model, period. CBBE suffers from this greatly, I already talked about this in the Animation thread, about the collapsing of the butt, lack of bend on the knees and other such stuff, and it seems like having 40K polies didn't solve any of this. Also, guess what? If you don't have the BASE model of the body (the cage/non smoothed body) then all you're doing is making it harder for yourself to update the body, fix issues or allow people to create assets for it, not to mention fix the UV. Being triangulated also doesn't help anyone, till today I'm confused as to why the FBX files that were provided to the community by Cal. were not only had issues, but also in triangulated with some questionable decisions in export settings. No offense, but no one wants to steal a retopologized DAZ body model, people will instead steal the original DAZ model. There is a reason game developers use localized topology instead of muscle topology, it's because game engines don't have real-time muscle physic modifers. It's been like this since the first release of CBBE in UUNP style and we still have the silly little issues where if you morph CBBE to the vanilla shape of the body, there will be seams, I'm not sure why.
- Weighting isn't an issue (sarcasm), because CBBE and BS2 already have anemic tools for weighting, it's nothing compared to Maya or Max (which will tied in second point below) and they use a normal projection. They are not better then the vanilla weight at this point, and once again, too many polygons only serve to increase the issue if you don't have the base model to reference your weight from, which seems to be the issue that CBBE currently has. All of this is an issue, because people have to use the little anemic tools in BS2 called ZAP to do the entire culling things for clothing. Removing parts of the body under clothing is supposed to be technically easy and quick, with clean edges to cut around, so that you cut out most amount of 'excess fat' while keeping the metaphorical meat intact, this is especially a problem with tight clothing around the shoulder area and weight, good lucking using less polygons on your clothing without having polygon sticking out on your halter-top, even with ZAP because weighting and other things will make sure you character has a couple of polygons going rouge on your yoga pants and shirt.
CBBE got lucky because the author was active during the times that BS2 was picking steam and bodies were focusing on progress to physics and such, people preferred the 'linear' design of the body and UV's with physics, that's it. If UNP had been kept up to date, and was active, then the it would have been the new standard at this point (although honestly, both of them technically are outdated at his point, and require a serious revamp that isn't about throwing more polygons on the screen or UV's unpacked with a robot).
I personally don't have an opinion about Wonder Body, but it seems like the author has a background in art related to games or 3D, because they're doing everything right so far from a technical stand-point (they even have/planned for denser polygons on the model). I'm not a fan of the nails (they're attached to the body, I personally would have preferred detachable nails) and I think the feet could stand to be cut and put in their own UV island, but apart from that, they're already quite a large ways ahead from CBBE (I mean CBBE still doesn't have a vagina or a butthole, it literally takes 30 minutes to add a vagina or a butt on a prefab model if you have access to the base model so either CBBE already started falling behind or we will get a UNP 2.0 in the next couple of months, I mean seriously, is the original CBBE base model lost or something and no one wants to admit they can't update/fix it anymore?).
Also, guys, the model just came out, it's not going to magically make every single piece of item support it, thats not how the real-world works.