SoonerTW opened this issue on May 24, 2004 ยท 9 posts
AntoniaTiger posted Mon, 24 May 2004 at 5:47 PM
Have a look at the Dr. Geep tutoral referenced on the main page. The "seperate pockets" you saw don't blend in, or "round", the join with the rest of the item. There's also a lot which can be done with materials settings, which can be a bit easier with some of these tricks. Let me think of an example... Have you seen "The Prisoner"? Number Six's blazer has white piping down the edges. It's possible to do that in the texturemap, or you can do it by making that edge a different material, and then the colour doesn't even need a texturemap. And those umbrellas, with the different coloured panels -- do each panel as a distinct material. But if you follow the materials route, be careful what you name them as. And, when you test, try some contrasting colours. I've been fiddling with an all-black uniform, and the colouring hides several little flaws because two distinct parts are the same colour. And a bump-map can be useful too. Like patterned textures, it can be tricky, but it can be a way of getting a seam-line without messing with the mesh. And that can make an item work better with transparency maps. Little_Dragon, doing seams and hem-stitching with a bumpmap opens things up for using transparency maps to modify an item. There's a halter-neck dress (Poser 4, I think) with the hems in the 3D-mesh, which spoils it for transmapping. A plainer mesh speeds that side up, but the texture/bump mapping needs more work. But the same mesh could be turned into lace or lycra. There are trade-offs in all this. I think I might do something for my own use in some quick and dirty way -- anything that works. After all, fashion photography doesn't show the duct-tape holding the dress at the back.