joepal wrote:learning wrote:The only problem at hand in this is that most/all contrib assets are pretty bad right now. We are simply not artists, and artists are not prepared to struggle with quirky Make* scripts. Other that that, I'm all for this idea. What can go wrong?
I see that as an inspiration for people to do better.
Honestly though, I didn't expect any heroic efforts of high end design the first few months. I'm rather pleased with the occasional good pieces that
have shown up.
What we need--especially for MakeClothes--are some guidelines for mesh modeling, since our clothes are not identical to the base mesh.
For example: we could set a rule that no single vertex has more than six connections to other polygons. Thomas' rule is eight, but that gets tricky in the armpit and the crotch.
Most of the best work I've done has been accidental, because I don't really understand the MakeClothes parameters for draping and folding.
My best work--and I'm happy to compare it with anyone else's--is my Sari. There are three separate garments--halter, skirt, and wrap--none of which intersect each other. I can't however, control the folding process in MakeClothes, so as much as that one was a success, I couldn't control how the leatherwork of my warrior woman would illegally intersect with the body mesh.
If we wish for vast improvements in the quality of the clothes, hair, accessories, etc. then a clear set of guidelines needs to be created.