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Desidelia Vella
Registered User
Join date: 18 Jun 2007
Posts: 23
08-02-2007 11:34
Well i was working in a jean T-shirt, and i upload to test the work, and i had the suprise, the shirt looked different depending on the shape, all the lines had changed. so my question if there is some standard to make cloth for all shapes, for me is a problem cos if i want to sell i can have angry customers cos the product is not the same as photos.

I upload some examples, the 1st one is the standard goth shape of game, the 2nd is a custom shape and the 3th is a mcm shape.

Any advises to resolve this?

Goth shape
http://img174.imageshack.us/img174/1828/1afx3.jpg
http://img299.imageshack.us/img299/722/1bsk5.jpg

Custom shape
http://img174.imageshack.us/img174/4294/2apz0.jpg
http://img527.imageshack.us/img527/9996/2bbi2.jpg

MCM shape
http://img464.imageshack.us/img464/9550/3aix3.jpg
http://img387.imageshack.us/img387/9338/3bvb1.jpg


P.S. I don't know how to put direct links, so please copy and paste
Aki Shichiroji
pixel pusher
Join date: 22 Jul 2006
Posts: 246
08-02-2007 11:56
Alignment of details on clothing can be awkward from shape to shape - stray just a bit too far across a specific portion of the mesh and poof - you might end up with a crooked line here or a mashed up detail there.

There's no hard and bound solution here - people come in many shapes and sizes and just like in RL, not all clothing is 'one size fits all', despite the fact that the clothing will be applied to the av's mesh no matter what.

I would suggest that you come to a reasonable medium and stick with it. Choose a reasonably average shape to work from while you create your clothing - and be prepared to accept that things might change whether the buyer is smaller or larger than the model you are working from. Sticking with a standard shape while designing will save you a lot of headaches later on if you are constantly changing av shapes and sizes.

And when you do your actual product shots, choose the shape that best demonstrates the clothing as well as the demographic you are shooting for.
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Nefertiti Nefarious
Registered User
Join date: 5 Oct 2006
Posts: 135
08-02-2007 16:24
You might have to make several versions ... one for avatars with the DDD breasts and one for those who have the sliders only partway to "huge".

The distortion is most apparent when you have seams or buttons over the breasts.
Siddean Munro
Artist!
Join date: 21 Apr 2007
Posts: 113
08-02-2007 19:37
I also think most fashion followers in SL are aware that the shape of their avatars will distort clothing seams and edges. I mean they live with that ugly polygon that goes down the inner thigh causing things like underwear and the shadow under their backside to run down their leg, so I think most won't mind the seams that look different on them if they have their sliders set differently. I was trying to create a top a little while back and to my annoyance the back edge was showing a step that wasn't in the texture. When I adjusted my shoulders, the step disappeared. This is why I don't like and will never use or sell no-mod shapes. You have to be able to tweak your shape to make it look best in clothing IMO.

Clothing designing in SL would be a nightmare if you had to account for every single body variance in your designs. :o
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Desidelia Vella
Registered User
Join date: 18 Jun 2007
Posts: 23
08-03-2007 03:55
Well, thanks for answers i think is like making a web page, u never know if people will use explore, firefox or opera.

Well I had an idea, maybe i will include a shape with the clothes, so this way it will fit perfect and no excuses for customers
Siddean Munro
Artist!
Join date: 21 Apr 2007
Posts: 113
08-03-2007 07:41
That is assuming that your customers are happy to wear the shape you include, or whether they like the shape they have already. Best idea I think is just to make the clothing how you want to make it, leave the prim parts as modifiable, and include a small, medium and large version of the prim bits for easy fitting, and let people tweak their own shape to make the clothing look right.

I've had another look at your denim top. It really doesn't look at all bad on any of the models. You sure you're not suffereing from perfectionist-itis? :)
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Thunderclap Morgridge
The sound heard by all
Join date: 30 Sep 2006
Posts: 517
08-03-2007 14:28
I agree with Siddean. It looks great. If you are that concerned with it fitting shapes, make it mod, no transfer. That way it can be resized by the customer if it has to be.
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Robin Sojourner
Registered User
Join date: 16 Sep 2004
Posts: 1,080
08-03-2007 15:21
Hi Desidelia!

It looks fine to me (well, it will when you finish the front.. looks kind of odd now with the inside and back of the collar worn on the front, but it IS a test. :D You should see some of my tests!)

The other thing that you have to remember is that the clothing lines will change when people move, too. We're all used to it, and most people don't even notice.

People who are using shapes with a deep cleavage like them, and aren't likely to go with the shape you provide. They are used to having the clothing disappear, you know.

My advice; don't worry about it. Make stuff to fit the standard Ruth shape, and let people manage their own shapes. :D
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www.robinwood.com

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Desidelia Vella
Registered User
Join date: 18 Jun 2007
Posts: 23
08-04-2007 10:45
Sorry to not answer, i was busy this days, well maybe I am perfeccionist but is something that i think it hasnt solution hehe I tryed to do a jersey with black and white tiles and i got fustrated when i saw how the shape deforms it.

Maybe the problem is that i work with SLCP and it shows more details, resolution and best shape than the game, so I am thinking to not work with it anymore, now i am trying to setup the new 3D feature of photoshop cs3.

The shirt of the photos is in very 1st test mode, still it hasnt alphas, shadows and lights, I just upload to beta grid to test the the joints

Mmm ruth shape, i was working more with goth shape defoult game, i will try with ruth.
btw still i dont know what i will do since i found my style, I only have 1 month here and i am just testing diferent textures, for now what i like more is skins i will show my 1st work when finished :P
Desidelia Vella
Registered User
Join date: 18 Jun 2007
Posts: 23
08-04-2007 13:07
Well now that we are discusing this I download 3 pics more with the t-shirt, maybe somebody knows a tip to do straight lines cos I am unable, the shape always distort it.

Ah the skin (currently on work), the eyes and the shirt are mine, advises are apreciate.

http://img165.imageshack.us/img165/9392/testlines1pb9.jpg

http://img171.imageshack.us/img171/5779/testlines2hw1.jpg

http://img171.imageshack.us/img171/8475/testlines3dz5.jpg
Siddean Munro
Artist!
Join date: 21 Apr 2007
Posts: 113
08-04-2007 18:05
To be perfectly honest, the shirt you have shown is quite fine. I am not seeing what you are worried about. Can you perhaps draw a circle around the parts that are bothering you?

Also something to remember is that the human body, and hence the SL avatar WILL distort strong lines on clothing because of the curviness of it. You shouldn't try to make straight lines, because they will just look unnatural. :)

I think your skin is very pretty. Are the fingernails very detailed? I find finger/toenails and ears especially are neglected in a lot of very nice skins, really lets them down IMO.
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Desidelia Vella
Registered User
Join date: 18 Jun 2007
Posts: 23
08-05-2007 06:19
Mmm sorry, maybe the pics wasn't good, i upload these with red circles:

http://img514.imageshack.us/img514/234/testing1wa1.jpg

http://img514.imageshack.us/img514/476/testing2jg7.jpg

About the skin, sorry still i only did the base face, it havent makeups, but don't worry I plan to do a fully detailed skin, I am getting my time and treating it with care, it will be a japanese skin since i can't find any good

P.S. Anyone knows how i can put direct links?
Anya Ristow
Vengeance Studio
Join date: 21 Sep 2006
Posts: 1,243
08-05-2007 11:24
The parts you've circled near the shoulder look to be "shoulder roll" problems. Everywhere there is a pivot point you're going to see the texture distort in different ways depending on how your avatar is standing or sitting. Take a look at qavimator, an SL animation program. It clearly shows where these pivot points are, and you can twist the avatar any way you want to see how the pivot points work.

The thing in the center is just the shape of the avatar. It has been discussed here before. It can appear better or worse depending on how the avatar is created, but basically it's a feature like the butt crack that just...is.