SaltyCowdawg wrote:
Just my own (lack of) skills at this point. Of course I can also demonstrate my invisible third thumb.
I put in about three hours making a pair of cordoroy slacks when as I was texturing them I must have hit something unexpectedly and lost all my work.
hmm, we say "two left hands with ten thumbs" in Germany. Believe me, even that I am working very long time with Blender, GIMP and other things, Mr. Murphy and his law is also available for me.
SaltyCowdawg wrote:I still haven't figure out things like taking the tights helper and converting it into a plausible flight suit or pair of overalls.
You can also import an existent similar .obj file from out clothes collection and try to modify it. The old "test clothes" (which is a .mhclo file loader which adapts the piece of cloth to another base mesh, so e.g. to test a child mesh with adult clothing) I am just re-implementing. This might also help in future. The left, right, middle groups? We did not implement that, But it is not a big problem, the old program just took the x-coordinates and checked if it was negativ or positiv and created the groups. I mostly used groups for body and arms, so that I do not have problems with sleeves glued to the body ... and this I learned after a year
What Elv said is of course true, we are working on a new version. Elv did a lot of tests and I hope we will get some additional input. This makeclothes should be usable for beginners but also for advanced. So we already did heels with that, huge tri-meshes etc. The material section is still missing.
SaltyCowdawg wrote: If I can do really well detailed model railroad scenes I ought to be able to figure out how to cobble some clothes together.
Isn't that a necessary basic requirement?
I am sure you can. Without that I would not try to do detailed scenes ... so welcome to the club: