- Feb 13, 2019
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Yes, A little bit more information would be welcome.
Yes, A little bit more information would be welcome.
I think everyone can make a body which one do you like.What's the ratio split? 50-50 body? And are your above posts describing one for the mesh and one for the texture?
You can download the Anna duf file from the dev and make sure that he use three types of faces to create her, i doubt that everything is so simple with Emily.I did some experimenting and to me it looks like 100% Kool Annabelle HD with no Teen Josie 8. Her skin texture is Charlotte 8. Without Teen Josie 8 I don't think you really need the lip morphs or the older face morph. You can add the Charlotte 8 HD Details and at render SubD set to 4 or higher she looks closer to the VN. Of course you need to add glute and breast morphs.
View attachment 2911195
Right to left, IRay, Altern8, 1-Click PBRSkin. As described in the first paragraph, no Teen Josie 8 but added the HD details from Charlotte 8, which gives her most notably more detail in the fingers and lips. All the shaders are using the default settings. I could not get Altern8 to affect the genitalia and it takes a lot of work to get 1-Click to work if you use NGV8 or Golden Palace, but this was just a quick and dirty test.
Not my field at all there, but I'm asking out of curiosity: Doesn't morphing distort (or even lowers) the texture and potentially leads to artifacts with clothes later on?Anna is a main character, and likely had more effort in making her visuals. Regardless, we have asked TTrick multiple times to allow us to do some fan art of Emily and he has ignored all those requests.
And if you spent any amount of time here there are always more than one way to achieve a certain look, a lot of devs spend way to much time and spin too many dials when just one or two morphs could have accomplished the same thing. You do Emily the way you want and I wont say anything negative, but don't presume to tell me how to recreate my version of Emily. I never told you you were doing it wrong, just provided my alternative.
Where do i stop you from doing your version of Emily? I just said that everything can not be so simple, and even more so, I pointed out on Annabelle!Anna is a main character, and likely had more effort in making her visuals. Regardless, we have asked TTrick multiple times to allow us to do some fan art of Emily and he has ignored all those requests.
And if you spent any amount of time here there are always more than one way to achieve a certain look, a lot of devs spend way to much time and spin too many dials when just one or two morphs could have accomplished the same thing. You do Emily the way you want and I wont say anything negative, but don't presume to tell me how to recreate my version of Emily. I never told you you were doing it wrong, just provided my alternative.
No, conforming clothing follows the morphs. Some extreme morphs do test the limits of some clothing, but for the most part clothes fit the morphed model as well as they do the original model. A morph does not add geometry to a model, it just manipluates the triangles that are already there. Morph is also different than geograft. Geografts are thinks like genitalia, fibermesh eyebrows, etc. which actually add addition triangular mesh structures to the base mode. They aren't actually part of the base model, they are kind of like bolt on accessories to the base model. Unless specifically written for those geographs, morphs only work on the base model.Not my field at all there, but I'm asking out of curiosity: Doesn't morphing distort (or even lowers) the texture and potentially leads to artifacts with clothes later on?
Thank you for your replyNo, conforming clothing follows the morphs. Some extreme morphs do test the limits of some clothing, but for the most part clothes fit the morphed model as well as they do the original model. A morph does not add geometry to a model, it just manipluates the triangles that are already there. Morph is also different than geograft. Geografts are thinks like genitalia, fibermesh eyebrows, etc. which actually add addition triangular mesh structures to the base mode. They aren't actually part of the base model. Unless specifically written for those geographs, morphs only work on the base model.
One last thing, it is typical for some very sharp features to 'poke through' clothing, like fully erect nipples. You can try to use collision and smoothing iterations to try to fix those, but a morph package likeNot my field at all there, but I'm asking out of curiosity: Doesn't morphing distort (or even lowers) the texture and potentially leads to artifacts with clothes later on?
To answer your question, yes. Absolutely yes. Morphs, poses, anything that modifies the underlying model in any way will create distortions in the textures. Basically every point on a piece of conforming clothing is "linked" to an exact spot on the underlying figure it conforms to. If you take part of that figure and move it, resize it, reshape it... the clothing will undergo a similar reshaping. Textures are mapped to the clothing item in its original shape. So as the clothing moves, resizes, and reshapes with the underlying figure the texture will also move, resize, and reshape. Here is a rather extreme example.Not my field at all there, but I'm asking out of curiosity: Doesn't morphing distort (or even lowers) the texture and potentially leads to artifacts with clothes later on?