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Freestuff F.A.Q (Last Updated: 2024 Nov 03 8:15 pm)
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It looks a very cute outfit....
How about a morph for the height of the neckof the top& length of skirt?
Any chance of making a long sleeve version too, please?
I really do like the look of this.It could be a very versatile outfit!
Very sassy!
I suppose V4 fit goes without saying but how about Miki 2?
Looking forward to this one.
Klutz :0)
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Life is a beta.
In faecorum semper, solum profundum variat.
I hope I am not out of order posting this old promo here.
If simlar morphs could be included that would be WAAAYYYY COOOL!
LOL!
Klutz :0)
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Life is a beta.
In faecorum semper, solum profundum variat.
Thank you for comments.
I'm definitely planning to make some bodymorphs in both the top as the skirt, so I'll be busy this weekend. Considering the other morphs, well I'll give it a try, I suppose it won't be that difficult, I'm more worried about about the problems that Hexagon2.2 has with the vertexorders of the mesh, but I'll give a try Rhino has also some very nice tools to make the morphs so perhaps I'll try it with that.
I can make a fitting for other models like Aiko3, Miki2 and the G2 dames as well, cause I have WW2. I only hope he cr2 file won't be too big.
Please to hear it fell in good earth (I hope this good english :unsure: )
Best regards,
Bopper
BTW nice top of seraphira, I haven't seen that before.
-How can you improve things when you don't make mistakes?
Yes it was made quite a while back for V3. It is one of my favourites.
Unfortunately, it never had a sleeved option......That would have made it even more versatile..
I was hoping you might be able to cover that with your V4 version.
( The 'good earth' reference, whilst a little unusual........works fine! :biggrin: )
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Life is a beta.
In faecorum semper, solum profundum variat.
I'sorry Klutz. But I'm still busy with it, last week I made a long sleeve version of the sweater but I'm having some troubles with the elbow's ; I'm getting poke-troughs and distortion of the mesh Next week I'll give it try to finish it but other things are keeping me busy. I hope it won't take too long but I hate it to make something that doesn't work correct.
best regards,
Bopperthijs
-How can you improve things when you don't make mistakes?
No apology required....... :biggrin:
I was just wondering how you were getting on with it..
It looks too good to let slide...
Yes, I can relate to not wanting to put out something less than your best. :blink:
Ta Ta For Now.
Klutz
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Life is a beta.
In faecorum semper, solum profundum variat.
I'm afraid the long sleeve version is going to take some time, the elbow joint is a very tricky thing to make. I've tried to make JCM-morphs in it , but that doesn't work well. magnetising doesn't work either. If anyone has solution for this I'm glad to hear.
best regards,
Bopperthijs
-How can you improve things when you don't make mistakes?
Aye well...
I am sorry to have set back your project by asking for it.
I appreciate you don't want to put it out before you have mastered it.
Klutz
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Life is a beta.
In faecorum semper, solum profundum variat.
Hi, Klutz,
I'm sorry but I have my mind on other things at the moment , I'm afraid I'm a bit of chaotic worker, but I haven;t forgot it , I feel a litlle bit quilty of not finishing it. But you know how it is with poser: there are so many interesting aspects, that sometimes you are working on 10 items on the same time: skins, modeling, making morphs, python scripts, lighting, texturing, rendering and so on... and real life keeps you also busy.
But I promise: this won't be a ghost project, I'll pick it up as soon as I can, because it;s still in my mind.
Thank you of reminding me.
Bopper.
-How can you improve things when you don't make mistakes?
Here's the latest update:
I finished the sweater, solved the problem with the elbows, and added a lot of full-body morphs.
The sweater will have multiple texture-zones, so you can make the sleeves or the neck invisible, so I look likes a tanktop. I have to add some "special"morphs and textures wich I will do this evening. I'm planning to upload it tomorrow, if nothing comes inbetween.
Here's a latest picture of the outifit.
Regards,
Bopper.
-How can you improve things when you don't make mistakes?
Looking smart......
Is there a morph to lengthen the body of it?
For instance, so that it covers the top of the skirt?
Klutz.
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Life is a beta.
In faecorum semper, solum profundum variat.
*Is there a morph to lengthen the body of it?
That's a good idea, I'll make that, that won't be much of a problem, I already made a "Fit-trouser" Morph , to loosen the under side of the shirt, But I'm afraid a "flashing" morph won''t work, I tried that but I made also a hip-group in the sweater, and that gives unwanted results. I can remove the group but in that case I have to do all the morphing again, so perhaps I will do that in an update.
Bopper.
-How can you improve things when you don't make mistakes?
It is a nice outfit, was going to make some free textures for it, but the way it is UVmapped at the moment, it is impossible, sorry.
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things in the world cannot be seen nor touched... but felt in the
heart.
Helen Keller
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I can see if I can make a better UV-map for the shirt. The skirt is more difficult because of the pleaded structure. Texturing and UV-mapping is something is not my strongest point, so I'm pleased if you can make a nice texture for it.
I'll see if I can make an update soon.
Bopper.
-How can you improve things when you don't make mistakes?
Quote - I can see if I can make a better UV-map for the shirt. The skirt is more difficult because of the pleaded structure. Texturing and UV-mapping is something is not my strongest point, so I'm pleased if you can make a nice texture for it.
I'll see if I can make an update soon.Bopper.
Thanks, I had some great ideas for textures.
The best & most beautiful
things in the world cannot be seen nor touched... but felt in the
heart.
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One of the problems with the UV shaders is, that I wanted it to work with Baggingshill mathmatic loom shaders, so i made every piece as big as possible and turned the skirt mapping 45 degrees to allow a tartan shader, which looked better to me under an angle. Bagginshill shaders are oriented under 90degrees. The benefit of these shaders is that you don't have to use a giant texturemap to make a detailed material. The backside is that you have an ugly preview.
English Bob, perhaps we can work out two alternative CR2-files for regular mapping.
Anniebel, can show how you want your UV-maps? I have some ideas but you have far more experience in texturing.
best regards,
Bopper.
-How can you improve things when you don't make mistakes?
Ok, sure thing! I see where you're coming from now, as they say. In fact the only thing which makes the current mapping impossible to use (in my opinion, and I only do a little texturing) is that the maps are all stacked on top of each other, so it's impossible to get a useful template for the sweater. For the skirt, it's easier since the groups correspond to the two parts which are overlapping, so templates can be derived from that: one for the waistband, and one for the skirt. If there is some way you can supply templates for the sweater, or make it easier to select the different pieces, then there may be no need to remap it. How were the maps made in the first place?
EnglishBob yes yes that is much better for both.
bopperthijs mainly just as long as the pieces are separate, if they are overlapping, it is impossible or at least very hard to texture.
The best & most beautiful
things in the world cannot be seen nor touched... but felt in the
heart.
Helen Keller
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Gallery
My
Freebies
My
Store
Good stuff. Let's work together on this. How did you get on with the mapping, Bopper? If you're stuck, let me know. I think I have enough information to produce a remapped version which will keep both Anniebel and bagginsbill's shader happy. :) I agree about the bias cut on the skirt, by the way (that's the English term for when the cloth is cut at a 45 degree angle to the weave direction).
Hi Bopper, as promised I gave this great outfit a quick test, you can see the result here, the skirt texture is from a free proceedural set of Tartans that I d/l'd a while ago but now can't find the link for. The Turtleneck is basically your supplied material, slightly altered to suit the colour scheme of the skirt.
I have to agree that these render much more quickly than bitmapped textures, not that I want to discourage Anniebel and English Bob in their efforts (which I look forward to seeing) but I tried a 1024x1024 texture for a speed test, Proceedural tex output 720x 576 at 27secs per frame, whilst bitmapped took 2mins 35secs per frame.
One other note, I did get some poke thru in the wrist areas of some frames, but this was remedied by adding 0.1 bulk and 0.05 voluptuous morphs.
Best wishes and many thanks
Wow, cool!
Does better than I expected in animations!
The poke-trough on the wrist is right, I noticed that too late, you can also fix it with the arm-size morph.
Hi, Bob I'm sorry but I haven't got time too fiix the UV-map, I have an idea how to do it, but I didn't feel very well today, musclepain and a sick stomach, I'm afraid I catched some kind of flue, so I didn't come that far today. I liked your UV-mapping, so perhaps we can use that, any suggestion how we are going to post it? You can mail me or IM me if you want.
Best regards,
Bopper.
-How can you improve things when you don't make mistakes?
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Please some comments.
Regards,
Bopperthijs
-How can you improve things when you don't make mistakes?