odf opened this issue on Oct 27, 2008 · 13933 posts
odf posted Fri, 13 February 2009 at 9:47 PM
So, I grouped the toecap, and it follows all the bends nicely. The only problem is that when the big toe moves up or down independently of the others, the fabric doesn't stretch the way it should and there's some nasty poke-through. But that was to be expected and should be fairly easy to fix via JCMs. I'll send the new mesh to Phantom3D once I'm done with the UVs and see what he can do.
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How are you UV mapping the toe cap? I think it would be most convenient if it UV area they occupy is identical to the UV area of the actual foot. That way, we can mask both with great precision using the fact that the UV coordinates for the common areas are identical.What I"m thinkin is that for the rest of the leg, I'll be using the nylon shader from my previous work, that combines skin and nylon in one material. Where the toe cap takes over, the skin shader is pure skin, and the toe cap is pure nylon. If the UV's overlap perfectly, I can just smoothly blend the two so that the transition is invisible.
I wasn't originally planning to make the UVs match precisely, but I agree that it would make texturing much easier. I'll see what I can do.
Semi-relatedly, I was thinking about the best way to texture second skin stockings. My thoughts were as follows: since stockings are elastic, texture alignment is more important than avoiding distortion. In fact, some distortion is actually desirable. So one would basically want the legs to map as a UV rectangle and do something clever with the foot and heel so that they map as much as possible like real stockings would. Putting a map like that on my figure's skin and making it match were the legs meet the body would be very tedious and probably not ideal for mapping skin, anyway.
So I thought what if I provided a separate map just for the legs that would allow for easy texturing of stockings and also a script that would convert textures made using that map so that they could be applied to Antonia's actual mapping? This would also allow me to very easily produce masks for use with procedural texturing.
The same strategy could be used for other second skin items such as gloves and maybe even bra caps. I'd try to write the script in Python so it would be easy to install and use, but if it gets too slow and/or tedious I might have to switch to Scala (which would produce a 4MB-ish binary but would basically run on every platform that supports Java).
-- I'm not mad at you, just Westphalian.