I did a little more fiddling with the classic P4 Lara Croft figure. In her halcyon days, this figure inspired countless renders in turn of the century
Poser galleries (though in many of those, poor Lara somehow managed to lose all her clothing :dontknow: ). This example again compares the original figure (top) against my modifications (lower).
To reiterate the details, in the upper two images Lara and her props have no texture maps, and instead use direct object lighting to depict hue. The only exception is that Lara herself uses the default
Posette texture map which was packaged with
Poser 4; she has no bump map. The figure uses a smidge (RGB 35) of ambient lighting, and the whole scene is lit with the droll sort of 360 degree lighting that was very popular in
Poser 4 and cg artwork around the same time this Lara model was popular.
As with the previous example, we see again that despite all those handicaps, Lara looks okay from a distance. The close-up, on the other hand, reveals all the shortcomings of a poorly lit scene combined with a model bearing poor texturing, as well as utilizing uncanny ambient object light. Overall, the particular aesthetic expressed by the upper images was a common look of hobbyist
Poser art in the
Poser 4 era.
In the bottom two images, I've updated the figure by revising the material settings and giving texture maps and bump maps to Lara and all her props. Yet these are all only medium resolution and general purpose textures that I had laying around. I would not call any of them high resolution nor particularly high quality, nor were any of them specifically designed with enhancement of this particular model in mind. I also updated the model itself in minor ways:
--by changing the shirt and the boots to better P4-era options (as both were simple prop objects rather than poseable clothing items in the original figure)
--by moving and rescaling the backpack slightly
--by making
Posette's head a smidge larger
--by applying a slight bit of body buff and shaping (morphs from a
Posette 'She-Hulk' character), as Lara's character is an action-adventure heroine, presumably in top physical condition from all that running, jumping, dinosaur fighting, and giant rock pushing.
The final difference in the lower two images is that I used a different lighting scheme, a simple key/fill system such as one might find in a photographer's studio. As for the model herself and her props, everything is wholly illuminated by the external lighting in the studio and no ambient object lighting is used anywhere.
Beyond that, these images all depict the same figure and props, in the same pose, in the same studio. I mentioned earlier that compared to
Poser output renders, real photographs of real subjects are quite blurry, and therefore in postwork I applied a simple blur filter to all four of the images used in the example. Aside from that blurring, these are all raw output renders of nearly-antique
Poser 4 without further manipulation.
To what then may we attribute the differences between the top and bottom examples here? Certainly the replacement of direct object lighting with texture maps made a positive contribution toward realism (albeit realism of a comic variety). The few minor improvements I made in the model itself are noticeable as well, if one studies the image closely. Finally and most importantly, the dramatic change in the lighting scheme used in the studio contributed a great deal to the difference in end results.
In
Poser 4 days, there was a vicious circle: hardly any artists working in the medium understood sound principles of good studio lighting, and without good lighting, texture maps are rather useless. As a result, few understood how to make good texture maps, and direct object coloring was therefore the most popular method of 'texturing.' Direct object coloring is more forgiving of poor lighting, so there was little incentive to improve on that count. Et cetera, et cetera.
Without all three aspects of a good image working together in synergy-- a good model bearing good textures in good lighting-- realism of any sort (whether of photographic or comic varieties) is nearly impossible without extensive postworking. If we were determined and had a quality image editor, we could indubitably postwork the distance shot of revised Lara into something closely resembling a photograph. With yet more effort, the same could probably be done with the close-up of the revised model. I didn't feel like taking the time to do either of those tasks here, especially as our discussion is meant to concern use of textures rather than postworking techniques.
The bottom line in these examples is that an increase in the resolution and quality of texture maps and bump maps used in my revisions of Lara would offer only marginal improvement in the final imagery. In my opinion the result would not be worth the time required to create such maps. As I've depicted revised Lara in what is likely the best studio lighting for her (at least for the P4 renderer used to make the images), the only reasonable and remaining conclusion must be that the fundamental limit on 'realism' here is the model and props themselves.
The iconic hair model Lara wears, for example, is difficult to work with. Notice the displayed texture running the wrong direction (perpendicular) on the bangs, because the UV coordinates of the hair model were set from top and bottom planes (but those bangs are front facing). There's simply no way for a texture map to address that issue, unless the hair model was entirely remapped with new UV coordinates. For the same reasons, any attempt to make a realism-enhancing transparency map for this hair model would be an almost hopeless task, not likely to turn out well. To remap the hair model with the UV Mapper program would not be difficult, but when the time required to do that is added to the time required to make a high resolution hair map, I think the problem could far more efficiently be fixed as standard image postwork, if we really needed the issue solved for some compelling reason.
In noting such deficiencies, I intend no slight at all upon Phil Hokusai's original work on the Lara Croft figure. In her own time, 25 years ago, Phil's freebie Lara figure was amongst the best-looking and highest quality
Posette variants the average
Poser hobbyist might hope to find. She's simply old now, a relic from another era and less advanced cg tech than we have available to us today.
This P4 Lara is meant to be a comic style figure, and I think we're better off helping her be her best self, rather than trying to wrangle her into undertaking other roles-- so this conclusion isn't anything to much worry about. If nothing else, I think my example revisions with her here show that despite her simplicity and age, Phil's Lara figure can still hold her own today if we accept her for what she is. I'd still feel comfortable using this model today (with my revisions) in any context calling for comic or video-game style artwork.