odf opened this issue on Oct 27, 2008 · 13933 posts
kobaltkween posted Thu, 22 October 2009 at 8:13 PM
SaintFox - ah, i see what you mean. well, let me put it this way. in the original, the detail and hardness of the area around the lips and the lips themselves looks uniform. it doesn't in the portrait. and the transition doesn't look nearly as natural. maybe that's not an issue of the lips being separate, but it seems like it would be?
MikeJ, i think maybe you're thinking too much about it from a developer perspective, and too little about actual rendering results. no matter what the mapping, from a user perspective (not a texture developer one) there's only about 3 scenarios:
as i mentioned before, i literally can't think of any situation where the second scenario might work for lips and their surrounding area. if it makes it easier for SaintFox to create textures, that's really great. i think that's really important to support developers, especially for a non-DAZ figure. but i've had to spend a minimum of 2 hours postworking the neck and shoulders of just about every texture i've ever used, and i can totally understand why head and body might be handled that way. conversely, i can think of literally zero situations in which it would be beneficial to have a visible difference in detail between lips and their surrounding area, and in no situation could the lips need detail their surrounding area didn't because they render right next to each other.
unless she were an aardvark. then it would be another situation altogether.