Thursday, 14 October 2010

Getting Started.

Alright now my initial teething problems are over!

It's time to actually start making stuff... (which I should have done weeks ago but, well now it feels more pressing :D)







And here's the first actuall mesh, yeah a little underwealming I know :3 But it's just a rough trial.
I've encounted two problems, one my own stupidity and another an apparent issue with using direct copy of the weighting.

Number 1, the weighting, the AO my avvie is wearing is causing parts to glitch through the mesh, the mesh stretches just fine as you would expect it to, but when the av rocks back and forth it's causing a poking, this presumably can be solved by giving extra room at problem areas. But I tried stretching the whole mesh and the problem still seems to stay - so being more precice will be what I try next, maybe adding some extra verticies too in order to create a better weighting. (They would need extra verticices to not look so blocky anyway I think, though a bit of a cleanup in general should help with that.) - Though looking at the av in SL suggests that for what ever reason the mesh deformity of the breast area is not flowing over to the top. - A big problem. Maybe it is just the weighting, at the moment you would need to reduce the breast size or else have it poking through o.o not ideal at all! though easily remidied with using an alpha covering I would want the user to be able to have a shirt that moved with thier av's proportions for various reasons. (Especialy as I'm looking to make avatar replacements/body parts at some point.)

Number 2 - My own stupidity - I forgot to join the points after spawning the mirroring, though that proves that making multiple units with gaps between is going to be that much easier than it was with sculpts at least :3 (Though I should've guessed that.) Anyway, easily solved by joining the verticies back up...

Making shirts this way is something I've looked forward too, being able to give volume to a top without inconviencing the end user. Prims were terrible in this respect in that everything must be modded by hand, generally leaving an unpredictable and dissapointing result for the other users.

1 comment:

  1. Additionally - The mesh doesent seem to respond to body fat, breast position in general etc... So that's not helpfull so far... But I'm going to continue with the machinmatrix tutorials and see what else I can find about this. We still get to solve the join issue much more neatly and give nice volume to the clothes, stretching etc. But the breast size issue is a pain, it could get like with the shoes where everyone needs to miniturise them if they want to wear half the best looking tops. (Though I guess the two shape solution is the best for that then.)

    These kind of problems should make those who were afraid of plain old textures going out of fashion breathe a small sigh of relief for now :3 Currently it seems we can only do as much as what we could do with sculpts anyway!
    I guess body parts are going to be the more interesting developments all round for now, that and buildings. Seen some good chairs too :3

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