Dizzie opened this issue on Apr 25, 2003 ยท 22 posts
Dizzie posted Fri, 25 April 2003 at 10:48 AM
darken666 posted Fri, 25 April 2003 at 10:51 AM
I think theres a dial for real eyes that brings them to the front.
darken666 posted Fri, 25 April 2003 at 10:55 AM
the Eyes - Real dial should bring the real eyes texture forward. (it works in a somewhat counterintuitive fashion, since 1.000 is where the anime eyes are front.)
Dizzie posted Fri, 25 April 2003 at 11:00 AM
Thank you Thank You! That worked perfectly!
darken666 posted Fri, 25 April 2003 at 11:03 AM
glad I could help
littlefox posted Fri, 25 April 2003 at 12:08 PM
Hides head in shame, sorry about the backwards dial. I had misnamed it and forgot to change it then people were already making face poses for her so I didn't dare change it for fear of messing up their work. Quick question on this subject. The boy I'm working on... are the Real Eyes more of a pain than useful? Haven't seen that many people using them, would it be simpler just to eliminate the second set of eyes? Thoughts?
dragongirl posted Fri, 25 April 2003 at 12:27 PM
These RealEyes look wonderful! Are they the RealEyes by Cake1 at DAZ? Included in Koshini? Or are they her OWN Real Eyes? (I like them!!)
littlefox posted Fri, 25 April 2003 at 12:32 PM
Smirks nope, the 'real' is more refering to perfectly round irises and pupils rather than the anime variety which tends to have ovals and are impossible to matzone without some serious work ;P Basically the only difference between the Real Eyes and the Anime Eyes on Koshini is that the Anime Eyes have no zones, they're just blank slates mapped out flat. The Real Eyes have matzones for iris, eyeball and pupil, and they are UVMapped cylinderically rather than flat the difference there that they're pretty easy to texture and get those radial veining and such.... however not many seem to like the mapping on them because its kinda confusing the first time you see it. EEES just realized that the name was so like Cake1's that it might actually be confusing, no they aren't the same thing at all ;) Okay I'm rambling ;)
dragongirl posted Fri, 25 April 2003 at 12:36 PM
Thanks - yeah - that name is a bit confusing, but that clears it up. The Real Eyes look really good. :-) Maybe you might want to think about posting a mini tutorial on your site to show folks how to do it. That might be helpful and get more folks using them and liking them. :-)
Dizzie posted Fri, 25 April 2003 at 2:07 PM
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=385162
I vote for keeping the real eyes!...since we are talking about eyes....I have a question...in the url above she said she used V3 eyes in her image, but I can't for the life of me figure out how...does anyone know how she did it? this is what I get when I try to use V3 eyes....they're too small...littlefox posted Fri, 25 April 2003 at 2:21 PM
Looks like she scaled them up and then translated them so that the axis of rotation is further back into her head. You might ask her if she can show you how she did it ;)
Dizzie posted Sat, 26 April 2003 at 12:38 AM
I can translate Koshini's eyes but I can't get them to scale at all...grr...she's been asked but isn't responding...:>0
littlefox posted Sat, 26 April 2003 at 7:53 AM
Think you're confusing me, you said you tried to use V3 Eyes and they were too small.... Did you mean you were trying to use her Eyes as in popping them right out of Vicky's head and installing them into Koshini's? Or were you saying that you were using V3's MAT Pose on Koshini? The problem with scaling is being worked on. The eyes have been fixed, the rest of the Head/Body is still in progress http://www.ladylittlefox.com/!!KoshiniEyeFixJP.pz2 However, scaling Koshini's eyes is not going to help you in this particular case, they'll only going to pop right out of her head before the texture 'fits' the way it is. You need to either rescale the iris/pupil texture or swap out Victoria's eyes (the obj not the textures) with Koshini's eyes, in the same way you swap out the Real Eyes or Black Eyes or any number of other high res eye products, then scale and translate till they're in the right place. The easier would actually be that you take the texture you're trying to apply, open it in your paint program and either expand the texture for the iris/pupil area, or you crop off some of the eye whites (EVENLY! keep it square or you'll strech the texture unevenly). Hope this clairifies the proble for you.
Dizzie posted Sat, 26 April 2003 at 2:54 PM
littlefox posted Sat, 26 April 2003 at 3:00 PM
Attached Link: http://www.ladylittlefox.com/!!KoshiniEyeFixJP.pz2
I think it would but not positive... Poses might work as well.... The link listed in the previous post and above should as I said before, fix the scaling problem in the eye joint, I'm still working on the other scaling weirdnesses. Install it in the pose directory in the folder of your choice and then apply it to Koshini, it should allow you to scale the eyeball as well as correct the oddness of the joint that was causing some poke through.Dizzie posted Sat, 26 April 2003 at 3:03 PM
Dizzie posted Sat, 26 April 2003 at 3:13 PM
SAMS3D posted Wed, 21 May 2003 at 8:29 AM
Okay, where did you get those eyelashes too....I am still trying to do this with no good results....aaaaaaaahhhhh. Sharen
rain posted Wed, 21 May 2003 at 11:13 AM
RealitysPoison posted Wed, 21 May 2003 at 11:24 AM
But just think...If V3 eyes work with a bit of fiddling, then so should BlackEyes, as they are mapped pretty darn close except for the iris size. Hmmm.....
SAMS3D posted Wed, 21 May 2003 at 11:50 AM
Oh wow, I have them too....must get to work...Sharen
rain posted Wed, 21 May 2003 at 12:14 PM
I find so many things work on Koshini - with just a bit of fiddling. I've been able to use a lot of the clothes by changing the x, y and z scale. She's got quite the wardrobe ;-)