FOnline Development > 3D Development
Armors and clothing
Luther Blissett:
--- Quote from: jonny rust on September 12, 2011, 08:49:31 pm ---So I'm wondering now - I'f I were to reshape the knee so that the original edge that marked the start of subset 3 ends up being lower than it started off (while keeping the UV relatively intact), that would cause problems right?
--- End quote ---
Shouldn't do. Generally speaking, the only time you need to worry about the subsets if if there are parts of cloth and parts of visible skin. For most this is simply the head (9) and hands (5).
--- Quote from: jonny rust on September 12, 2011, 08:49:31 pm ---But if my design encompassed all three leg subsets then perhaps there wouldn't be an issue since they all fit together and don't need to be interchanged with other meshes/textures.
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This is correct - if you have long trousers, for example 6, 7, 3, 8 you don't need to worry about the subsets. If you want shorter trousers, then you should cut them off at either the bottom of 3, or the bottom of 8.
For shirts, they'll either cover the body (1), short sleeve (0) and long sleeve (2). or you can cut them off at the bottom of 0 (for short sleeved tshirt) or at the edge of 1 (for a 'vest' type top).
If you look at the model shots - each of those coloured blocks can be told to be a) lower skin texture or b) upper clothing texture. It is symmetrical, so we cannot have one sleeve missing through this method. If anything needs to "cut halfway" on the model, i.e. one sleeve missing, or an open shirt with chest showing, this would need to be made on an attached model, otherwise we have problems with the base skin colours.
On the San Fran woman texture, this would mean that her sleeves are too long, or too short - so they'd have to stop at either the end of "0" or go all the way to the wrist. The trousers would need to either go all the way to the ankle, or move up to the bottom of the knee. The shirt would need the "v neck" removing.
The problem here of course is that your texture is actually correct when compared to the original - there aren't the correct subsets which stop at the right place. Also I've just noticed the female Vault Suit has this "v neck" problem too :(
I don't know what the best solution is really - as I said - the sleeves / trousers length you have done is correct, but not compatible with the skin colour changing.
I think my personal preference (if possible) would be to add a a few extra subsets to the model - ideally another sleeve length "San Fran sleeves", a "v neck" front and a "leather armour back". I THINK that would cover the remaining models closely enough. Skirts would have to be modelled anyway.
- Leather armour back has this problem - though this could be fairly easily solved by making the back section part of the armour model.
- We'd have to pick one of these "V neck" styles and use it for all three models.
As far as I can tell, assigning extra subsets would mean applying a new material to certain faces on the original model, and naming it correctly - but I don't know if there's anything more that needs to be done to make this work in-game properly i.e. if there's an engine limit on the subsets or anything.
If this is possible, perhaps adding such things (roughly) round here would help us out?
(very rough version, but this wouldn't involve changing the phyisical elements of the model - just the material locations)
jonny rust:
her arm band could be an issue to.
Also any casual shoes (most expose skin)
As for now I need to teach myself how to separate my models properly. Does the inside need to be textured?
Luther Blissett:
All of it should be textured, but you can chuck any "rogue" bits in the corner of the UV map and make them tiny :)
Note that you can "intesect" the main model with solid shapes - so the arm band could be a cylinder - it wouldn't need to have a hole cut through it - see this test tribal model for example - not the most beautiful piece of work ever - but I tested it and it worked (note that the image there is from before the shaders had been worked on - it would look much better now).
Didn't spot those shoes, but yes - you're right - same stuff would need thinking about.
Lexx:
Randomly thrown in: I see lots of valuable information in here. It would be good if someone could write that down in the wiki, so it can be found and re-linked to faster. It would be bad to let it go under in forum threads.
Cold_Fusion:
I got no idea why are you all into that V on female Leather Armor, when its clearly \_/
Its just using zoom blurs everything into unrecognizable pulp.
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