Conniekat8 opened this issue on Jul 01, 2007 · 73 posts
Conniekat8 posted Mon, 02 July 2007 at 12:46 PM
Awesome start :)
Yes, I agree with you on that crease. It's giving me a bit of grief at the moment figuring out why poser does it, and hex doesn't. maybe it has to do with rigging. I'll get to the bottom of it.
(I'm open to help/ideas on that)
Also, I want to add some tie-morphs or props to the back of the belt (where you see just overlap now.)
If you get any other ideas on morph details as you go along, please do tell :)
I was thinking (lol as I was falling asleep last night) about mimicking stitching with procedural textures. Just at the level of conceptual math...
Dashed line is not too hard to define, I think... One would have to figure out where polygon normals encounter a sudden 90° or a near 90° turn, then back off a certain distance (to get a seam edge), then make the line (with a little bit of width, dash and offset) follow the polygon edges where this angular difference between normals was encountered. Same thing along open edges.
That's about as far as I've gotten, just a vague hypothesis that maybe it can be described mathematically. I'm not sure if it's doable. Seeng your handywork on rounding corners of wood paneling and moulding, I'm seeing some hints it's possible.
Anyway, that's how far my daydreaming has gotten on that one.....
Second thought, it's gotta be possible, at least math wise, much like automatic edge looping is possible. Doesn't always give you the exactly desired result, but it's good in most cases.
...okay, I'm really rambling now... back to work for me ;)
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