JarethJerdanis Posted May 8, 2022 Posted May 8, 2022 @Brisbane Australia Indeed, riding horse is harsh, especialy for someone like me with balls and lacking flexibility between my legs ? Best way to ride is standing up on the bracket, otherwise say goodbye for your comfy (and maybe losing some reproductive related stuff? ). Anyway, I have something for you all, THE COUNTER OFFENSIVE : Spoiler Spoiler Spoiler Spoiler Spoiler And of course Angela want some attention and join the gang : Stay tune for more lust! 6
TheLadysGhost Posted May 8, 2022 Posted May 8, 2022 (edited) 4 hours ago, Brisbane Australia said: Yeah one of the problems which you would be fully aware of too is trying to get things to work on other people's machines, when I upload things I try and get them to run without hiccups on as many machines a possible, so far I'm lucky to not run into major problems with any of my uploads - or nobodys said anything yet anyway but there's always a risk. Not sure about animations, but for garments, the limits seem pretty well defined. There is a chart in Mesh Tool Kit under mesh mirror option that shows beginning and end vertices counts for things. Basically, stay within those limits, and it works. Those limits are one reason some do not make a LOD 3, and allow the super low poly count of the EA donor to fill in. I did not have all LODs in early pices, but that was lack of knowledge and understanding. I have a couple of techniques for adding L2 and 3 now. A bottom mesh with high(er) poly vagina for use with shape keys, shouldn't be an issue. Priyatna is a bit higher than EA, but does not come close to going over limts for a bottom. Besides, no need to worry about doing L2 and 3, since pointless at the distance those are viewed. One of my "tricks" is that L2 and 3 of an open bottom skirt may actually be the L2 and 3 EA meshes with the UV moved so my textures show on them. Another thing, is matching the UV to existing skins and textures like Buhudain's real skin normals, which many use. I see adding the shape keys in a way that are usable for you and other animators as the issue... if it can be done at all. They are used in other anims, from what I see, but whether TS3 supports it, I do not know. As to the LOD issue, still testing Honoka, and just add L2 and 3 to the hair I made (converted from XPS), and just started my game now. Not naked, but a DOA "Celebrity Death Match" pillow fight between Honoka and Marie Rose in their sleepwear is what I have... Edited May 8, 2022 by TheLadysGhost 5
JarethJerdanis Posted May 8, 2022 Posted May 8, 2022 Visiting friends : Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler 5
FreakyRufus Posted May 9, 2022 Posted May 9, 2022 (edited) More of Gracie from Appaloosa Springs. I have tweaked her breasts. The default EA settings of making her super skinny with large breasts does weird things with the animation bones. I think they look close to the same now when she is still, but the animation doesn't look so weird when she moves around now. Gracie moved in with her new boyfriend. She thought he was rich, and he sort of is. But he claims he is a professional chess player, and he couldn't even play the game when she first moved in with him. Good thing she finally raised her gardening skill enough to plant some cannabis and start earning enough to pay the bills for his extravagant lifestyle. Spoiler Spoiler This situation reminds her a bit of a cat playing with a wall toy? Spoiler That's a solid bass line Spoiler Edited May 9, 2022 by FreakyRufus 5
Patriguz Posted May 9, 2022 Posted May 9, 2022 (edited) Greetings, this is a bit strange, Some have asked me about how I made the pictorial and well, so as not to be answering several times I put it here in case someone else is curious. It does not have much merit, it is more tricks with camera angles and lighting (Lots of OMSP and resizers combined) and little else, the images may be clearer, I put some of the decorations that I made for the interior of the plane and the bedroom located in the rear part of the fuselage, as you can see everything is false... Revelación Agregaré un par de fotos de una "otra sesión de fotos" más animada que tuvieron Barbara y Sigrid. Revelación Edited May 9, 2022 by Patriguz 7
Brisbane Australia Posted May 9, 2022 Posted May 9, 2022 19 hours ago, TheLadysGhost said: Not sure about animations, but for garments, the limits seem pretty well defined. There is a chart in Mesh Tool Kit under mesh mirror option that shows beginning and end vertices counts for things. Basically, stay within those limits, and it works. Those limits are one reason some do not make a LOD 3, and allow the super low poly count of the EA donor to fill in. I did not have all LODs in early pices, but that was lack of knowledge and understanding. I have a couple of techniques for adding L2 and 3 now. A bottom mesh with high(er) poly vagina for use with shape keys, shouldn't be an issue. Priyatna is a bit higher than EA, but does not come close to going over limts for a bottom. Besides, no need to worry about doing L2 and 3, since pointless at the distance those are viewed. One of my "tricks" is that L2 and 3 of an open bottom skirt may actually be the L2 and 3 EA meshes with the UV moved so my textures show on them. Another thing, is matching the UV to existing skins and textures like Buhudain's real skin normals, which many use. I see adding the shape keys in a way that are usable for you and other animators as the issue... if it can be done at all. They are used in other anims, from what I see, but whether TS3 supports it, I do not know. As to the LOD issue, still testing Honoka, and just add L2 and 3 to the hair I made (converted from XPS), and just started my game now. Not naked, but a DOA "Celebrity Death Match" pillow fight between Honoka and Marie Rose in their sleepwear is what I have... I'm not too sure if there are different LOD's for the body meshes, I've only ever seen one set in the original game files. But I think I'm still very much a beginner with meshing of TS3, the different meshes for different body size clothes really stumped me in TSRW, I'm used to the idea of one item one mesh but as sims get fat/thin it changes to the next size and the idea of making four of five of the same item puts me off, but I'll push on and see what I can do. But I'm happy my Sim has a vagina that 'looks' like a vagina, the interesting thing I've found when building it was there really isn't a vagina that is 'a woman's vagina', if you look at 10 women they will have 10 different vagina's, so I just made one I liked, naturally hairy but also neat. ? 7 hours ago, Patriguz said: Greetings, this is a bit strange, Some have asked me about how I made the pictorial and well, so as not to be answering several times I put it here in case someone else is curious. It does not have much merit, it is more tricks with camera angles and lighting (Lots of OSMP and resizers combined) and little else, the images may be clearer, I put some of the decorations that I made for the interior of the plane and the bedroom located in the rear part of the fuselage, as you can see everything is false... Reveal hidden contents I'll add a couple of pictures from a livelier "another photo session" that Barbara and Sigrid had. Reveal hidden contents ? In case people are looking at your pics and wondering what those boxes are they are lights from the buydebug code. But I'd prefer people would ask questions here in the forum than via PM, once someone asked me to show them how to make animations so I referred them to the same materials that I learned from, and then after that I never heard from them again, not even a thanks etc. Others ask me to make/send them special custom mods and yet they've done 0 other forum posts here meaning their total input to the community is zero but they still willing to ask for stuff. It's why I prefer uploading my animations on this page now the people here are really good and if other's wanted them too all they need to do is leave the download section and come here and look, but they never do. I know adult gaming is something people might be hesitant to ask about in public but the whole world isn't going to know they have an account on LL. Req Pic: Tonight I've made some new poses and snapped them so I have some pic's to post here. 4
landess Posted May 9, 2022 Posted May 9, 2022 2 hours ago, Brisbane Australia said: here in the forum than via PM, once someone asked me It takes some time to grow some thicker skin and even then there are those that can cut right though. Always remember - no one owes anybody anything. While 'sharing is caring', never forget those beggars that take without conscience. Now I'm a Cherry Picker - I can ignore what I think is stupidity and laziness without blinking while 'giving the shirt off my back' to someone I feel deserves it. We only have so much time on this planet - how we spend it is up to us and no amount of entitlement can budge me. Spoiler 6
TheLadysGhost Posted May 9, 2022 Posted May 9, 2022 55 minutes ago, Brisbane Australia said: I'm not too sure if there are different LOD's for the body meshes, I've only ever seen one set in the original game files. But I think I'm still very much a beginner with meshing of TS3, the different meshes for different body size clothes really stumped me in TSRW, I'm used to the idea of one item one mesh but as sims get fat/thin it changes to the next size and the idea of making four of five of the same item puts me off, but I'll push on and see what I can do. But I'm happy my Sim has a vagina that 'looks' like a vagina, the interesting thing I've found when building it was there really isn't a vagina that is 'a woman's vagina', if you look at 10 women they will have 10 different vagina's, so I just made one I liked, naturally hairy but also neat. ? There are 5 meshes. One base mesh, which is what you generally work with, and 4 morph meshes, fat, fit, thin and special (pregnant). Garments that do not have a pregnant mesh have a duplicate of the base mesh to fill that slot. For garments, you basically work with the base, and then use Mesh Tool Kit to generate the other meshes based on calculations made from a donor mesh. For me, the issue is then to adjust the morphs, as Tool Kit has limits. My best guess is that it uses some algorythm to calculate where each vertices will end up for each morph, based on position in the base mesh, as determined by the donor. It says that the closer the donor is to your mesh, the better, but as my meshes may have many more vertices than any EA donor, Tool Kit must then do it's best to figure them all out, which rarely ends in a great mesh, especially fat, since those vertices move the furthest. That is when I convert to object, and import all the morphs and adjust them as necessary. What the game does, is then calculated all the in between sizes. In further thought, yes, for the project, you would first need the base mesh and morphs. As that area of an EA mesh has only a few vertices, and a more detailed would be many more vertices, Tool Kit will be guessing a lot as to where they should go. Looking back, I did have to sit for a while and adjust Priyatna. And without digging them up again, I do believe full build 0 has shape keys for each morph... for whatever those shape keys do. So, possibly yes, unfortunately you may need to create shape keys for each mesh. Again, I do not know for certain, as this is unchartered water... KRAKEN!!! OK... Not naked, bot I have Honoka chatting with a WIP bot who has a bit of a nipple bump... I may or may not mess with Honoka's hair a bit more??? 5
JarethJerdanis Posted May 10, 2022 Posted May 10, 2022 Today on Isla Paradisio, I give you some lost footage of an afternoon at the museum (lost, cause my game crashed and I have the habit to save the game minimum once a day at 3:00 AM). Spoiler Hoooo the autonomy... One minute away and KW strike : Spoiler Same day, time to get a raise for dealing with the boss : 5
sim333 Posted May 10, 2022 Posted May 10, 2022 Hi_ushki!! Im Sergei Veryovkin, im go to sport club Spoiler oops! something new! awesome butt! Spoiler Is it true that blondes are given for everyone?? Gotta check it out!! Spoiler Hey! Let's get acquainted? ) Hi! ok, my boyfriend left and until next Friday I'm absolutely free.) Spoiler .........:) 4
landess Posted May 10, 2022 Posted May 10, 2022 2 hours ago, JarethJerdanis said: save the game minimum once a day If you use NRaas Saver it can be more than convenient. The default settings which the player can change at will is a save prompt every 30 minutes of real time game play. It will add a 1 (thru 4) to the end of that saves original name (and will rotate thru those saves so one always has 4 saves files/less if you get a save error - but have 3 others) and other nice things like pause on save, go to town view when saving, save during Build/buy, etc. Sometimes it might seem intrusive when you are in the middle of something, but IMO the benefits outweigh everything. Spoiler 6
JarethJerdanis Posted May 11, 2022 Posted May 11, 2022 (edited) I don't know why, but I have this felling, somehow puting a miror on the wall behind an holographic tv in Sims 3 mechanics, is a bad idea. I bet I will pay the full price sooner or later : Looks like we need 3D google for watching this! Edited May 11, 2022 by JarethJerdanis 4
Brisbane Australia Posted May 13, 2022 Posted May 13, 2022 On 5/10/2022 at 3:23 AM, TheLadysGhost said: There are 5 meshes. One base mesh, which is what you generally work with, and 4 morph meshes, fat, fit, thin and special (pregnant). Garments that do not have a pregnant mesh have a duplicate of the base mesh to fill that slot. For garments, you basically work with the base, and then use Mesh Tool Kit to generate the other meshes based on calculations made from a donor mesh. For me, the issue is then to adjust the morphs, as Tool Kit has limits. My best guess is that it uses some algorythm to calculate where each vertices will end up for each morph, based on position in the base mesh, as determined by the donor. It says that the closer the donor is to your mesh, the better, but as my meshes may have many more vertices than any EA donor, Tool Kit must then do it's best to figure them all out, which rarely ends in a great mesh, especially fat, since those vertices move the furthest. That is when I convert to object, and import all the morphs and adjust them as necessary. What the game does, is then calculated all the in between sizes. In further thought, yes, for the project, you would first need the base mesh and morphs. As that area of an EA mesh has only a few vertices, and a more detailed would be many more vertices, Tool Kit will be guessing a lot as to where they should go. Looking back, I did have to sit for a while and adjust Priyatna. And without digging them up again, I do believe full build 0 has shape keys for each morph... for whatever those shape keys do. So, possibly yes, unfortunately you may need to create shape keys for each mesh. Again, I do not know for certain, as this is unchartered water... KRAKEN!!! OK... Not naked, bot I have Honoka chatting with a WIP bot who has a bit of a nipple bump... I may or may not mess with Honoka's hair a bit more??? ? Success!! Your post got it going for me! After your writing I downloaded Mesh Tool Kit and found, sat down and worked though a beginners tutorial: https://modthesims.info/showthread.php?p=3915605&posted=1#post3915605 This tutorial will be too basic for your level but it's what I needed for me starting out. It took me a couple of hours and two tries but I was able to get a jacket to modify and work correctly. In the pic she has no arms, but this is ok because I deleted them thinking she doesn't need them, and there's no skin work because I didn't do any of that at this time since I was just focused on getting the meshes to work. The Jacket morphs from fat to thin correctly. Being able to get this far was entirely because of your help and post so thanks very much LS ?, and now that I know the steps are workable I can attempt to try a real clothing piece which at this time will be something basic. Req Pic Jacket: 3
TheLadysGhost Posted May 13, 2022 Posted May 13, 2022 3 hours ago, Brisbane Australia said: ? Success!! Your post got it going for me! After your writing I downloaded Mesh Tool Kit and found, sat down and worked though a beginners tutorial: https://modthesims.info/showthread.php?p=3915605&posted=1#post3915605 This tutorial will be too basic for your level but it's what I needed for me starting out. It took me a couple of hours and two tries but I was able to get a jacket to modify and work correctly. In the pic she has no arms, but this is ok because I deleted them thinking she doesn't need them, and there's no skin work because I didn't do any of that at this time since I was just focused on getting the meshes to work. The Jacket morphs from fat to thin correctly. Being able to get this far was entirely because of your help and post so thanks very much LS ?, and now that I know the steps are workable I can attempt to try a real clothing piece which at this time will be something basic. I knew you would get it. I never place myself that high, and always figure that if I got it, no reason everyone else cannot. ))) For me, the tutorial is not too basic, as I cannot remember every thing, but more that I rarely use s3oc, and do not use Milkshape at all. Perhaps not the best way, but I open a base part in TSRW, and save the package, label it parts, then pull meshes from that. Textures must be exported from TSRW, since unaltered packages reference the game data textures directly, and are not included in a basic package... only when you replace a texture in TSRW, does it get included. No arms... 2 things required are a mesh and texture. The only thing auto generated by the game is a head and skin texture. All else are CAS "options". The reason "no shoes" works is that there is no shoe mesh. Perhaps a single face (triangle) reduced to insignificant size and either lowered below floor level, or moved somewhere inside the legs or torso. For testing, you do not need the final multiplier. Anything that is not skin, only needs a simple gray scale image, and a single color mask to show the basic mesh in both TSRW and the game for testing. So far, I have only added actual texture to the torso (can't see as the UV covers it). Everything else is neutral gray (50% or 128, depending on the scale you prefer). I find Blender useful for prechecking and arranging positions of parts on UV map, then to export the map for working in GIMP. The top right is where bot hair goes, and the open area, middle left is for the hands. The hands are a separate mesh group. That allows for the feet to be attached to the body and all the bones necessary for this to work. The new Acid model goes well, and I decided to try what @JoshQ had showed me for reducing the poly count on the Yukari mesh, which the full mesh, including head, was more than 62,000 vertices, which will never work in TS3. This is down to 16,500... which probably won't work for a Sim garment, but I find the numbering rules a bit different for bots. This is probably my 5th or 10th attempt to get this MMD model to work, and the mesh to not be a decimated mess. So, practice and patience, as JoshQ teaches! And... just how much do YOU want something????? Gratuitous sexbot pics... "Awaiting your orders, Master..." 4
FreakyRufus Posted May 14, 2022 Posted May 14, 2022 More of the adventures of Gracie, future cannabis tycoon: Gracie had a party. Her boyfriend, Rodney, got propositioned by her weird alien friend. When he turned down her advances, she just decided to pleasure herself right there in from of him. Awkward! Spoiler Despite rejecting a proposition from a sim he literally didn't know, Rodney still got pretty worked up during the party, with all the guests running around in skimpy swimsuits. Maybe Gracie will help him out with his situation. After Rodney gave Gracie a good fingerblasting, she decided that was enough for her and went to sleep. Rodney tried to make love to her while she was asleep, but she woke up and shooed him off. Rodney was now deliriously horny, and also suffering from woohoous interruptus. Rodney decided to relieve a little bit of his frustration... right onto her sleeping face. Gracie seems to be dreaming about world peace, or the many flags of Simeton, or something. 4
TheLadysGhost Posted May 15, 2022 Posted May 15, 2022 As I am constantly testing things in my game, I tend to have a very large household. Often, I really do not keep track, and just let my Sims do whatever they want. Sometimes, to occupy them, and to accomplish certain goals, I will just send them to do something, without seeing what they are doing at that moment. Well, I guess Honoka was grabbing something to eat, or putting it away when I sent her to train with others??? AND... speaking of constant testing, the 2 MMD bot conversions continue, as you may or may not notice certain bone weight issues, but I do! And they like each other!!! 5
FreakyRufus Posted May 15, 2022 Posted May 15, 2022 2 hours ago, TheLadysGhost said: Well, I guess Honoka was grabbing something to eat, or putting it away when I sent her to train with others Sort of like Drunken Kung Fu? Honoka, Mistress of Pie Style! Gracie seems to be running late this morning. Hopefully she doesn't miss her carpool to work! Spoiler She missed the carpool. She can't bring herself to care. 5
Brisbane Australia Posted May 17, 2022 Posted May 17, 2022 On 5/13/2022 at 10:47 PM, TheLadysGhost said: I knew you would get it. I never place myself that high, and always figure that if I got it, no reason everyone else cannot. ))) For me, the tutorial is not too basic, as I cannot remember every thing, but more that I rarely use s3oc, and do not use Milkshape at all. Perhaps not the best way, but I open a base part in TSRW, and save the package, label it parts, then pull meshes from that. Textures must be exported from TSRW, since unaltered packages reference the game data textures directly, and are not included in a basic package... only when you replace a texture in TSRW, does it get included. No arms... 2 things required are a mesh and texture. The only thing auto generated by the game is a head and skin texture. All else are CAS "options". The reason "no shoes" works is that there is no shoe mesh. Perhaps a single face (triangle) reduced to insignificant size and either lowered below floor level, or moved somewhere inside the legs or torso. For testing, you do not need the final multiplier. Anything that is not skin, only needs a simple gray scale image, and a single color mask to show the basic mesh in both TSRW and the game for testing. So far, I have only added actual texture to the torso (can't see as the UV covers it). Everything else is neutral gray (50% or 128, depending on the scale you prefer). I find Blender useful for prechecking and arranging positions of parts on UV map, then to export the map for working in GIMP. The top right is where bot hair goes, and the open area, middle left is for the hands. The hands are a separate mesh group. That allows for the feet to be attached to the body and all the bones necessary for this to work. The new Acid model goes well, and I decided to try what @JoshQ had showed me for reducing the poly count on the Yukari mesh, which the full mesh, including head, was more than 62,000 vertices, which will never work in TS3. This is down to 16,500... which probably won't work for a Sim garment, but I find the numbering rules a bit different for bots. This is probably my 5th or 10th attempt to get this MMD model to work, and the mesh to not be a decimated mess. So, practice and patience, as JoshQ teaches! And... just how much do YOU want something????? Gratuitous sexbot pics... "Awaiting your orders, Master..." Okay well I put all my spare time into this and managed to make a first real clothing item and it's thanks 100% to your help & advice ?. When guys think about women’s clothes typically they think about bra's so yeah that's what I made. I wanted a more basic plain bra the kind that come from the department store not the adult store. The bra's that come with TS3 have the straps painted onto the skin but I wanted straps that sit above the skin too so it seems more like her breasts are weighted when sitting in the cup, this turned out really difficult for my beginner skill level and where most of the ‘learning’ (problems) occurred mainly with the UV texture appearing on both the bra strap and her skin below at the same time. My basic solve to this was just to stretch the mesh larger over the skin. It was a learning curve and I made a lot of mistakes similar to when I started making animations, the first ones were poor and as you figure stuff out it gets better. I've included pics of me testing out the base textures too. The end product isn't worth anyone actually using because the strap morph points and textures need more skill but it is a first try and I've uploaded it here as a openable .package if anyone was actually curious to see. I used Milkshape for this, it's a lot more basic than Blender, I find it's a little too basic sometimes and clunky windows controls slow the work speed right down but it works. Bra cloned from base game bra. Found in sleepwear > tops. Color changeable. Spoiler BrisbaneAustralia-FirstBra.package 4
TheLadysGhost Posted May 17, 2022 Posted May 17, 2022 8 minutes ago, Brisbane Australia said: When guys think about women’s clothes typically they think about bra's so yeah that's what I made. When guys think of bras, it's more about how to get them off!!!!!! It looks good! ))) As long as you understand that mistakes are part of learning, you will do well. ))) Frustration may come, but I will shelve a project and return to it later... perhaps after watching a video tutorial, or just reading one that addresses an issue I have, and have a fresh perspective. There are several ways to make a bra as you have done... each more complex than the one before, and one technique that I only learned in the past few months, and am still working on getting better at... but a very useful technique for doing several things... area extrude. It is similar to when you have a 3d strap, but it is still part of the main body mesh. Another that I use, is the knife tool. I will make a duplicate mesh of the region I will work in, and use shrink/flatten to increase it's sive by a small amount. What I find this does, is the align all of the vertices and bone weights of the garment mesh with the body, which helps reduce clipping. Then, I use knife tool, and cut out the garment. For the way you made the bra, your next step is solidify. Do not know if MS has the feature, but probably does. I can't help with specifics in MS, as I do not use. Solidify will create thin edges to show depth, and the backfaces so the bra is not see thru from certain angles... similar to how an open bottom dress or skirt has inner mesh or is solidified. UV mapping can be a small pita when using solidify or double mesh when it comes to shading. Tops suck, as EA gives very little map area to the top. EA only uses it for things like skirt collars, cuffs and small parts. Cmar did a tutorial 11 yrs ago on transparent garments that is one of the tutorials I learned from. For you, it shows the UV mapping she used and basics of having a body mesh with a 2nd garment mesh over it, and the work of getting both meshes to move and morph together... always my biggest problem. This is how to solve the problem of texture on the body... UV of nude af top with bra on the side, so does that count??? ? I took to Blender, highlited the bra, split the side seams and unwrapped and resized it... then moved it to the tiny area Ea gives for tops. Then, you would move the multiplier texture to where the bra UV now is. Now, the skin has no garment texture on it. That is also how open bottom garments are made, but using the area to right, for bottoms. FYI, area below the bra is for shoes, center for legs and feet. There can be a lot, so do not get too frustrated if something doesn't go perfectly the 1st, 2nd or 20th time!!!! One mapping trick is to use 2048 x 2048. It makes a much larger package file, but the UV does not need to be squeezed down so much. ))) 2
sim333 Posted May 18, 2022 Posted May 18, 2022 On 5/17/2022 at 5:29 AM, TheLadysGhost said: This is how to solve the problem of texture on the body... Wow! There are so many bones!! I thought animation is hard. (O_O)
TheLadysGhost Posted May 18, 2022 Posted May 18, 2022 5 hours ago, sim333 said: Wow! There are so many bones!! I thought animation is hard. (O_O) The pics I posted are mesh vertices, not bones, but that top probably has 51 or 53 bones. I forget of top of my head, but I think that bot has around 65 or 67 bones, because feet are attached. All of my bots must be 2 mesh groups to accomodate all of the bones. Animator rig has all body bones, plus face. This was attempt to add usuable rig to Natasha doll... I have long since given up on this particular project for many reasons... mostly, that it won't work in game, which IS the point after all! 1
Brisbane Australia Posted May 19, 2022 Posted May 19, 2022 On 5/17/2022 at 12:29 PM, TheLadysGhost said: When guys think of bras, it's more about how to get them off!!!!!! It looks good! ))) As long as you understand that mistakes are part of learning, you will do well. ))) Frustration may come, but I will shelve a project and return to it later... perhaps after watching a video tutorial, or just reading one that addresses an issue I have, and have a fresh perspective. There are several ways to make a bra as you have done... each more complex than the one before, and one technique that I only learned in the past few months, and am still working on getting better at... but a very useful technique for doing several things... area extrude. It is similar to when you have a 3d strap, but it is still part of the main body mesh. Another that I use, is the knife tool. I will make a duplicate mesh of the region I will work in, and use shrink/flatten to increase it's sive by a small amount. What I find this does, is the align all of the vertices and bone weights of the garment mesh with the body, which helps reduce clipping. Then, I use knife tool, and cut out the garment. For the way you made the bra, your next step is solidify. Do not know if MS has the feature, but probably does. I can't help with specifics in MS, as I do not use. Solidify will create thin edges to show depth, and the backfaces so the bra is not see thru from certain angles... similar to how an open bottom dress or skirt has inner mesh or is solidified. UV mapping can be a small pita when using solidify or double mesh when it comes to shading. Tops suck, as EA gives very little map area to the top. EA only uses it for things like skirt collars, cuffs and small parts. Cmar did a tutorial 11 yrs ago on transparent garments that is one of the tutorials I learned from. For you, it shows the UV mapping she used and basics of having a body mesh with a 2nd garment mesh over it, and the work of getting both meshes to move and morph together... always my biggest problem. This is how to solve the problem of texture on the body... UV of nude af top with bra on the side, so does that count??? ? I took to Blender, highlited the bra, split the side seams and unwrapped and resized it... then moved it to the tiny area Ea gives for tops. Then, you would move the multiplier texture to where the bra UV now is. Now, the skin has no garment texture on it. That is also how open bottom garments are made, but using the area to right, for bottoms. FYI, area below the bra is for shoes, center for legs and feet. There can be a lot, so do not get too frustrated if something doesn't go perfectly the 1st, 2nd or 20th time!!!! One mapping trick is to use 2048 x 2048. It makes a much larger package file, but the UV does not need to be squeezed down so much. ))) Well you might be interested in how the projects going so I thought I'll update you because it's taking a long time, I've tried to make some women's brief's to go with her bra, the planning for the project and expected steps is pretty straightforward.... was straightforward. I made the briefs and put it though MTK tested it in the game and it came out all jagged.... so my next job was to figure out why. I redid all the steps over and tried to problem solve and figure where I went wrong, this took like all the spare time I had over the last 2 days, by rebuilding and changing and testing an repeating I think it happens when I change the item category when I extract the original item from S3OC. So I did all the steps again without changing anything and it worked this time around, so for now I can get back to meshing again. ? Your UV tip I tried and it really helps! Milkshape has a basic UV editor too which I didn't know about until I went looking for it after you said, it's really basic but works. I've just tried moving the briefs and nude bottom around so they aren't on top of each other and I think it's working from the test pics I've attached. Also I can export from Milk into Blender relatively easily for further editing. I know you don't use Milkshape but between that and Blender I think stick to Blender, Milk just has the basics, I've posted a UV snapshot for you to see too. I haven't had any time to try anything else like extruding or Blenders solidify yet, like all the time went into solving this jagged problem, but I think I got it and that's one more newbie learning issue that's done... for now. The jagged image is on the left the middle and right looks weird but to me things look like it's working, for now the test is suppose to look like short pants ?. Her black briefs texture is pulled down to her legs from changing the UV around. Spoiler Req Pic: Seat Sniffers Dream 3
TheLadysGhost Posted May 19, 2022 Posted May 19, 2022 1 hour ago, Brisbane Australia said: I made the briefs and put it though MTK tested it in the game and it came out all jagged That would be bad bone weight assignments, and or morphs. I am opening a new thread, as this is not about pics... 1
landess Posted May 19, 2022 Posted May 19, 2022 (edited) Anne Amari - why not? https://duckduckgo.com/?q=anne+amari&iax=images&ia=images Spoiler Back on topic? Maybe . . . . Edited May 19, 2022 by landess 4
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