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Gaelyn Seomun
Registered User
Join date: 3 Jan 2008
Posts: 4
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06-26-2008 08:22
I have scoured the forums, and I can't seem to find any information on avoiding texture stretching when making clothing (if I am overlooking it, please point me in the right direction!) When I am making clothing, although it works well/looks great on my standard size frame or a standard male frame, the textures get stretched awfully when put on an avy whose chest (male or female) approaches mythically large proportions (or thighs, rear end, etc for that matter). And I would prefer to make clothing that is one size fits all, rather than one-size fits some.  I have seen some clothing look AMAZING on these above-average size bodies, so it clearly can be done. Any tips, tricks, hints, anything??? Thanks in advance!
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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06-26-2008 08:33
From: Gaelyn Seomun I have scoured the forums, and I can't seem to find any information on avoiding texture stretching when making clothing (if I am overlooking it, please point me in the right direction!) When I am making clothing, although it works well/looks great on my standard size frame or a standard male frame, the textures get stretched awfully when put on an avy whose chest (male or female) approaches mythically large proportions (or thighs, rear end, etc for that matter). And I would prefer to make clothing that is one size fits all, rather than one-size fits some.  I have seen some clothing look AMAZING on these above-average size bodies, so it clearly can be done. Any tips, tricks, hints, anything??? Thanks in advance! Only one way to do that - Make multiple versions, for the "overly endowed", "normal" and "Twiggy" versions of both the male and female avvies. Anything that is on the parts of the mesh that streaches a lot when one goes from flat chested to "Dolly Parton wanna-be", or from female to male, is going to distort. There are some areas on the mesh that are relatively stable on all figures, but a lot of the mesh gets really bad when the avatar moves or is morphed to some of the more extreme forms. It's just something you have to live with, I'm afraid.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Sioxie Legend
Obsessive Designer
Join date: 11 Nov 2006
Posts: 168
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06-30-2008 08:03
Blame the UVW mapping. Also the way the body morphs - it stretches pixels along certain seams a lot more than others, being aware of that and keeping your details moderate in those areas might help a little.
Other than that - there is no fix. You could create sculpted portions of your outfits but then you would run into another problem of trying to get the sculpties to fit from one avatar to another.
I wish that people were a little more aware of the limitations that are imposed with SL and the UVW maps. Seams are the biggest problem along with the back having more surface area than the front and the seam points not matching up exactly (even with Chip's or Robin's templates, they do match on the large scale but from experience it takes a lot to get it to work). Another problem is the lighting issue from the way the avatars are lit compared to attached prims - big difference and the prims may not look right from one moment to another. Also the switch to windlight makes all of the fixes for textured prims obsolete and you may have to upload separate texture to please those who do use windlight.
To match stuff I often find myself using warp and previewing the image several times in the SL Previewer.
Also check your graphics settings - the lower the setting, the worse the pixel stretch will seem.
Ah well - you can only do so much and those who are over-endowed will just have to deal.
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Sioxie Legend __________________ http://secondwavefashion.blogspot.com/ www.soignemonde.com https://www.xstreetsl.com/modules.php?name=Marketplace&MerchantID=31662
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