odf opened this issue on Oct 27, 2008 · 13933 posts
odf posted Sun, 11 January 2009 at 10:47 PM
Quote - centers are generally in the middle, half way down and half way across. if someone's managed to do an eye map where that's not true, but it's a single eye, it's kind of nuts. but i was thinking more about general UV usage, and things needing to start somewhere different, rather than just, say, using a U or V node raw. i wouldn't have to know any co-ordinates to, say, create a gradient on most faces. i would if i needed to know the top was 1.5 instead of 0. i have used U and V nodes for various tricks before, and since i often have to keep other numbers in my head to remember to apply or transpose or whatever among materials, i personally and individually don't really want more of them. that said, i think i'm not your average user.
Fair enough. I have to admit it took me a while myself to figure out why the bagginsbill iris shader I tried on Antonia didn't work the way I expected. I think that is in fact a serious argument, because any advantages of mapping a figure that way will not be visible to the average user, either. And for my personal entertainment, I can always use scripts to untangle the charts.
Quote - D|S, on the other hand, is a big deal. its users are plentiful and vociferous.
As far as I am concerned, D|S users should stick to - or possibly with - DAZ content. It's a promotional tool to sell more millennium figures and accessories. :biggrin:
KEEDING!!! Of course it would be foolish to release a new figure that didn't work on D|S, or at least downgraded nicely. Also, I hear that D|S can do subD, which would make the lo-res version of Antonia much more interesting.
I just learned a new word, by the way: vociferous. That doesn't happen all that often, anymore.
Quote - and just to say, because i don't think it comes out in text, "if you can" isn't a challenge. it's just recognizing that seam guides take time to make and you may not have that time.
Sure, I didn't read it as a challenge. Well, I guess I could always outsource that task. :biggrin: Or do the first release with some quick-and-dirty texture templates and put up the more detailed versions later on.
-- I'm not mad at you, just Westphalian.