The current mesh seems outdated. It's not only the topology, but the whole anatomy that needs a complete overhaul.
Base meshes with good anatomy are the foundation for good topologies, because the topology
needs to fit the anatomy. ("proxy" follows anatomy)
A simple subdivision won't do any wonders and will even "dilute" the base mesh further.
On what scientific foundation is the base mesh based? It has many anatomical problems like ankles, achilles tendon, toe shape,
knees, hips, ellbows, clavicle, armpits, shoulder blades, ears, eyes etc. and thus is irreparable.
Furhter it needs a basic muscle system for achieving basic "bone driven muscle flexion morph targets" (daz3d Gen 8 has it alongside the bone driven joint corrective morphs (technically it's both the same))
A base mesh needs a good anatomy, an advanced "aerodynamic" topology and a certain minimal "resolution" (polycount, slightly higher than Daz Base Mesh).
Daz3d is the best what we have right now, but it has it's problems as well in real time engines like a slightly too low resolution mesh, esp. related to knees or ellbows, when bent to extreme positions.
For a standard base mesh we need to define a "standard".
A standard (for realistic humans) can mean: "naturally looking, biologically healthy human of perfect/natural proportions".
Hard to explain, but you know what I mean: The characters should look like average people we meet everyday (the beautiful ones
)or at least we met in the past (1990s etc.).
aka "Next Door Girl".
You probably won't know what I mean (or know just from some old movie series), if you didn't grow up in Europe of early 1990s.
The standard base mesh for each sex is the foundation for all specific body types and deviations like different body sizes, aging, (sub-)races, proportions, deformities.... which are all achieved by morph targets.
An interesting example is the "Project Evolution" for poser which has nice looking base characters. (looks- and proportion wise (though a little bit outdated renderwise))
The mesh resolution seems to be even much higher (more like MetaHuman?) than that of the daz3d base mesh, but it is no problem if you use LODs in your game environment.
I've looked it up and according to the specs sheet it has a poly count of around 76k and an interesting advanced topology. The polycount is more "efficient" than the first subdivision of Daz3d, because here you get
more or less the same mesh details like with the first daz3d subdivision, which has a much higher polycount (136k tris) and thus is not usable for real time applications.
Link to Project Evolution Video: (more examples via google search)
https://www.youtube.com/watch?v=hkjbeDy ... genesisArtLink to Renderosity page:
https://www.renderosity.com/rr/mod/bcs/ ... uct=127770Maybe a cooperation with that given artist would be possible?