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"Stephen" <mcavoysATaolDOTcom@> schreef in bericht
news:0aui53drmj8gbed77karjfo195joeug01m@4ax.com...
> On Sun, 27 May 2007 11:42:34 +0200, "Thomas de Groot"
> <t.d### [at] internlDOTnet>
> wrote:
>
>>Now, my friends, compare this image with the preceding one in Take 5. Very
>>similar? Not so! (forget about the red walls. They here for fun only)
>>
>>From top to bottom:
>>- The hat has been uv mapped and seamed properly.
>
> It fits better as well.
Ah! That's because Iskander moved it on his head :-)
>
>>- The t-shirt: I exported the conforming t-shirt to Silo (had to do it
>>through Poseray for some reason), combined all the meshes, merged the
>>ovelapping vertices, corrected some wrong geometry, exported again to a
>>.obj, and imported it in Poser where I made it a dynamic cloth in the
>>Cloth
>>Room. Look how the cloth falls much more naturally about the figure!!
>
> Much better
Yes, this is really an interesting development. I have never been very
enthousiastic about conforming clothes as they often appear to be too
artificial. If this transformation remains easy for all of them, then there
is great potential to generate more natural looking clothing.
>
>>- The pantaloon: I added seams at the base of the trousers, thus
>>correcting
>>greatly the stretching of the map.
>
> Good but there is a bit of a pinch at the turn. Sorry :-)
Of course! Where the seams are, a pinch automatically appears. That is to be
expected... also in RL when using a striped tissue. It doesn't really
matter.
>
>>Note: Stephen mentioned end-caps when exporting the conforming clothes. I
>>think this is due to problems with the Wings3D import (I experienced that
>>also on other mesh imports).
>
> I thought that it was the Poser export, I'm sure I saw them in PoseRay.
Interesting. Maybe we have two different issues here...
>
>> End-caps do not happen in Silo, nor will they
>>happen I believe in Blender.
>
> Interesting, I used an old copy of Max.
Well... We are not yet done with experimenting these cases then!
>
>>Note however, that the exported object may have
>>numerous wrong faces (invisible in fact) so do not subdivide the mesh
>>further or you will have to correct them.
>
> Which export, from Poser or the modeller?
Yes, good question. I mean the object exported from Poser. My experience (so
far) after combining the different meshes into one, and merging the
vertices, is that there remain a number of redundant faces, i.e. edges with
more than two faces. If you need to subdivide the mesh further, you have to
get rid of them to avoid ugly spiky artefacts.
Thanks for your comments Stephen!
Thomas
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