Notes based on my experience as I can appreciate that there will be some unfamiliarity with Poser’s multi-resolution morphs, so this is for info in case anyone finds it useful.
The topology most suited to sculpt a mesh across multiple levels of subdivision is laid out in a square grid-like arrangement (as far as possible), with all faces as equal in area as possible, and an absolute minimum of poles*. This offers the greatest flexibility for sculpting by avoiding localised density changes which can make a mesh incredibly hard to work with after one or two levels of subD. So the less defined the starting topology, the better.
However, the topology most suited to a mesh built for articulation is one where the edge flow supports the required bending (and then bony landmarks followed by muscle detail) - so highly specific topology is better.
Poser supports multi-resolution morphing (I have a strong dislike of the term HD morphs for Poser, it seems meaningless to me). Given the way that Poser handles skinning (using polygon grouping to break a mesh internally for articulation) the best way that I know of is to use Zbrush and the GoZ link when creating multi-res morphs. Obviously this is not going to be something all creators or users will be able or willing to do, but choosing a strongly grid-like quad topology over a mesh with more specific cuts is the best option for this workflow - and from his posts, that’s the workflow that blackhearted uses.
I like both Dawn and La Femme, there are advantages and disadvantages to both - and both figures have a solid technical rationale for their topology. Whichever is ‘better’ though is going to depend on the user, their workflow and end use.
*Poles are used to change the direction or flow of edges within a mesh which is unavoidable (unless the mesh is a flat plane) but should be controlled as in a subD workflow any vertex with a valence (number of edges running into it) higher than 5 will cause serious problems at higher subD levels - including noticeable shading errors - due to localised pinching of the mesh.
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Actually, the ability to create morphs on higher subD levels combined with relatively non-specific topology could make it possible to create detailed skin tight clothing with the depth of actual geometry out of morphs and map overlays. No poke through, ever. Shoes would be even better, but that could be a little ambitious - one day I may even get round to trying it out
Quickie render - love OOT's Ammy hair too ...
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