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Arnt there any Male Templates?

Oliva Delvecchio
*
Join date: 23 Jul 2004
Posts: 45
12-23-2005 09:19
Hi all
Now that the time has come for me to make clothes for man, I just wonder if anyone has MALE Templates to share, that would be soo gooooodda !
:rolleyes:

Thanks ;)
Amber Stonecutter
Bruxing Babe
Join date: 13 Sep 2005
Posts: 296
12-23-2005 09:27
Other than having to ignore the breast shading present on some templates, there should not be a difference for making clothing. Should be able to use the same template just fine?
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
12-23-2005 09:32
There's no difference between the male and female avatars. They have exactly the same polygonal structure and UV mapping. :)
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Oliva Delvecchio
*
Join date: 23 Jul 2004
Posts: 45
12-23-2005 09:38
Ok guys, thanks alot
I will compare the template to each world avy.
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
12-23-2005 10:08
From: Chip Midnight
There's no difference between the male and female avatars. They have exactly the same polygonal structure and UV mapping. :)


There is only one avatar: Ruth.
We are all a product of slider settings applied over the default Ruth. You can see all the transformations happening when someone teleports.
Now who the heck Ruth was based on, is beyond me.
Jennifer McLuhan
Smiles and Hugs are Free
Join date: 22 Aug 2005
Posts: 441
12-23-2005 12:39
There are no males, only females. Yes! Grul power!! LOL

As a member of Second Life Greeters I often return to the birthing grounds of Orientation Island, remember that place. I watch the newbies appear out of nothing. Guess what, they are all female. The males will then quickly grow upward and outward, while flattening in the chest.

Jen
Blaze Columbia
on Fire!
Join date: 21 Oct 2005
Posts: 280
12-23-2005 13:19
... now wait a minute--somewhere, somehow, I was always told the man came first... LOL


No matter, tho.... :)


Even though the polygons are the same, as many of you know, they don't render or show up the same on male vs. female. For instance, the male usually has very broad shoulders compared to the female, so a design that looks nice on the back of a female will look all skewed out on the male. Also, the male usually has much thicker arms so any pattern will be stretched out compared to the same thing on a female. As you work with male clothing, you'll learn what areas to compensate for when designing for men.
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
12-29-2005 10:34
Babies start off as generic female blanks even though the chromosomes might have determined them to be males during conception. Only later in the babies' development in the womb, hormones (testosterone) cause development of male specific organs in a predetermined male baby. While not proven, I think that might be the reason why males have non-functioning nipples, since they are left over from the 'female blank'.

Funny thing for SL is, there are actually no anatomically correct male avatars. Even the polygons near where the sun don't shine show it as female. :)

Maybe someday, we might get this in SL ---> http://en.wikipedia.org/wiki/Teledildonics
Robin Sojourner
Registered User
Join date: 16 Sep 2004
Posts: 1,080
12-29-2005 16:10
From: Cottonteil Muromachi
Funny thing for SL is, there are actually no anatomically correct male avatars. Even the polygons near where the sun don't shine show it as female. :)


No, they don't. They show it as neuter, being neither male nor female. There are no genitalia of any kind, not even nipples, in the polygons.

(Absence of certain characteristics doesn't make a female, in spite of what you might think. There must be presence of others, you know. ;) )

Babies don't start out as "generic female blanks" either. They start as a single cell which has the gender in the chromosomes, but no physical sexual characteristics at all (of course.) But they don't develop female anything, and then change that into male stuff if there is testosterone.

They just develop, and if there's testosterone present male stuff develops, while if there isn't, female stuff does, (regardless of the chromosomes.)

Which is where a lot of problems come in, since different stuff develops at different times. The flow of testosterone isn't necessarily steady and either too much or too little at crucial places in the time table can cause over or under expression of certain characteristics. Meanwhile other chemicals can mimic testosterone well enough to cause male development without having a single Y chromosome anywhere around. If you start to study how easily things can go wrong, and how many different ways they can, it's pretty amazing that most babies are born "normal."

But all of that is seriously off topic for this forum! :D
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www.robinwood.com

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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
12-29-2005 17:35
Yes Robin, I use the term 'female' loosely.

But back to the avatars, if you look carefully at the polys near the crotch. I could be wrong but, they look distinctly taken from a female polygonal model.
Robin Sojourner
Registered User
Join date: 16 Sep 2004
Posts: 1,080
12-29-2005 20:39
Umm, no. It's like a doll; there's nothing there at all, just smoothness.

If that's what you term "female" then I can see where you might think that. But acutal females aren't built like that. :D
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
12-30-2005 09:14
Well, these are some of the stuff I observed. I know its a 'doll' but its an approximation. I wouldn't start off with a polygonal model of a sports car, for example, and modify it into a station wagon without adding polygons here and there, even though both are similar vehicles. The textures would come out quite bad. You'd build a station wagon model differently.

i) The polygons near the labia area has 'lips'. It would have been easier to texture if the polys here were more rectangular quads. But it seems like they had a crease here and it stretches the clothing texture badly when making lingerie textures if you paint in the wrong area.

ii) Polygons near the breast area is arranged radially. While there are no hard and fast rules, this is typical when modeling the female form. For the male form, its easier to model the pectorals with more rectangular quads as shown in the poser 4 example.

iii) Typically, to model a realistic male model, you subdivide some of the polygons around the abs to create some muscle. This is normally superfluous for a female model, unless you're modeling some female pro mud wrestler.

Wouldn't it be better for the guys to have their own avatar model?
Or are we trying to save the powers that be, the extra work?
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
12-30-2005 09:51
From: Cottonteil Muromachi
ii) Polygons near the breast area is arranged radially. While there are no hard and fast rules, this is typical when modeling the female form. For the male form, its easier to model the pectorals with more rectangular quads as shown in the poser 4 example.

iii) Typically, to model a realistic male model, you subdivide some of the polygons around the abs to create some muscle. This is normally superfluous for a female model, unless you're modeling some female pro mud wrestler.


There's only one avatar mesh that not only has to be able to retain its shape through the entire range of skeletal deformations, but also has to be able to contort into every possible morph target defined by the appearance sliders for both male and female forms. It also had to have a low enough number of polygons that you can have 20 or 30 of them in your draw distance without your graphics card exploding, or requiring a top of the line card. I think Xenon did a remarkable job. I've been doing 3d modeling for more than a decade and wouldn't touch trying to pull off what he was asked to do with a ten foot pole. The inner thigh still drives me mad though ;)
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
12-30-2005 18:26
That sure is a sorry excuse to exclude the male mesh. I'd even half expect that they'd put in an animal mesh for the large furry crowd we have in SL. People rig models for deformation sliders, regardless of polygonal complexity. Other developers have the time to rig different meshes in adventure games for the different characters. Even have to lip sync! But not here? Bah. I guess we should have just stuck with Primitars.