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Everything posted by JoshQ
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So when using 1.9 with OWK I’m having an issue where the sim keeps her shoes when entering the shower, doesn't happens in vanilla. I think there’s a setting for that so it shouldn’t be an issue for the ‘default replacement’ version.
Besides that everything works “fine” or at least equally as MedBod’s prior versions and will be ready to download this weekend with some stuff to go with:
As you can imagine one was edited using Blender and the second was “simple enough” to be made using Milkshape.
I forgot, and probably also this:
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On the left is how MedBod’s bottom looks if you import the mesh into Blender, yeah that’s what happens when you don’t know what you’re doing but you do it anyway :P On the right as you can imagine is the fixed version, as I said before I just removed the double vertices, aligned the normals and smoothed the UVs.
So if everything goes my way I will release version 1.9 plus two outfits this weekend. I posted a teaser for the first the other day, this is the second:
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After several experiments I think I’m getting close to almost eliminate clipping and all the little errors that plague my “revealing edits”, this one seems to work so far:
The bad news is that before releasing it I need to re-make the infamous MedBod, is something I’ve been postponing but thanks to all the stuff learned I think at the very least I could fix the double vertices and UV problems on both top and bottom meshes.
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Where to learn how to use Blender?
Well, everybody and their grandmas have already uploaded hundreds of videos on youtube, but I believe CG Boost have some good tutorials that teach the basics and then some. From there you can go to Grant Abbitt, Blender Guru and Jayanam and the rest is just practice.
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So I was watching a video about ‘non-destructive modeling’ which is a technique that makes heavy use of Blender’s modifiers (for example ‘subdivision’), the advantage is you can make complex shapes from simple ones which saves times and makes editing very easy.
I “learned” to model the old and hard way so I’m almost used to the pain
but I gave it a try anyway:
One downside is that the result is high-poly BUT because it consist of neat face loops reducing the polycount shouldn’t be a problem (‘decimate’ works pretty fine). And of course it still needs the insoles, feet, uv map, morphs, bones, textures, etc. so I think I will have to use “destructive modeling” to complete this one.