Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)
If it's a still I'd do like thefixer says and postwork the rips in.
I'd do a render with the clothes showing, then do a second render with the clothes hidden.
Then in a 2d editor bring in both the renders... have the clothed render on top and nude render as background... then using a tattered/ripped brush I'd erase the clothes layer as I wanted.... the nude background keeps the skin underneath.
Hi, my namez: "NO, Bad Kitteh, NO!" Whaz
yurs?
BadKittehCo
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Made by the same method TheFixer is suggesting here.
Hi, my namez: "NO, Bad Kitteh, NO!" Whaz
yurs?
BadKittehCo
Store BadKittehCo Freebies
and product support
Hi, my namez: "NO, Bad Kitteh, NO!" Whaz
yurs?
BadKittehCo
Store BadKittehCo Freebies
and product support
The "two renders" method will give you the holes, but not as good as a transmap will (unless you paint in shadow effects). And even with the transmap method you'll still have to paint in the tatters and loose flaps of cloth.
I'd go for the dynamic cloth pathway, plus transmapping. That'll give you rips and tatters, including correct shadows.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
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I have a skin-tight costume (basically a texture for the V4 catsuit) and I'd like to create a scene where the character wearing it has suffered an injury from a sharpened weapon (or a claw).
What is in your opinion the best method to create a realistic tear in the fabric?
For the actual hole I can simply apply a transmap to the material, but is there a way to simulate what happens on the edges? Loose fabric threads, ragged and lifted contours, and so on?
Giorgio
giorgio_2004 here, ksabers on XBox Live, PSN and everywhere else.