Leather jackets really add character to a character.
Moderator: joepal
punkduck wrote:But maybe I should create a skinny jeans for men also ... (510 versus 711 ... if you know what I mean)
blindsaypatten wrote:
2) Some misassigned vertices
3) The tight jeans reacted in an interesting way to my adding a man bulge to the human mesh.
punkduck wrote:May be if it works, I could create a new helper with more groups ...
blindsaypatten wrote:
If you are free to create as many groups as you want, then, in the extreme case, you can actually manually assign each vertex, so it should be possible to address a lot of the issues we've seen. Just having a separate crotch group would help a lot, and separate limb groups should help a lot.
punkduck wrote:I like the result, especially that this piece of cloth does not use any delete groups. Advantage is, that it has no pattern, which can be distorted, and the normal map deforms in a good way. Here are some poses:
http://www.makehumancommunity.org/sites/default/files/clothes/1665/1609259564/offshoulder_top_example.jpg
blindsaypatten wrote:
Those clothes look great, very realistic.
Perhaps you can explain the glossy skin issue to me. It seems to me that what gets imported into Blender should have little or no gloss on the skin. Glossy skin is a special case that shouldn't be default. I know I can go in and adjust parameters, but who is being served by defaulting to glossy skin? I haven't figured out hair gloss yet, just that it shouldn't shine like a solid surface.
No matter what angle I look at my screen at the hair seems pretty darn black. I do like the strands of out of place hair where it's not solid, when I look at photographs there is a lot of this and it catches a lot of light.
Users browsing this forum: No registered users and 3 guests