Digital Art Zone

 
   
3 of 3
3
New Jacket (need zippers, pockets, belt, etc.)
Posted: 04 December 2012 05:25 AM   [ Ignore ]   [ # 31 ]
Member
Rank
Total Posts:  99
Joined  2003-11-09

Pretty incredible job of UV mapping to have been done in Hex!

8)

 Signature 
Profile
 
 
Posted: 04 December 2012 01:17 PM   [ Ignore ]   [ # 32 ]
Power Member
Avatar
RankRankRank
Total Posts:  1340
Joined  2008-01-01

I was thinking the same - pretty brave to embark on that:)  Glad for you that Hex didn’t throw in the towel halfway through.

I’m waiting to see if anyone has the answer to your question regarding the bits that shouldn’t bend.  What springs to mind would be to either have them as separate objects parented, or fiddle with the smoothing drop-off zones, or use the rigidity function.  These are only guesses - the only similar thing I’ve done was on a sea monster i made, where the spikes on the back had to move with the bending of the figure, but not deform.  Got that right by adjusting the smoothing drop-off between the back and the spikes and that worked well.

Profile
 
 
Posted: 05 December 2012 01:20 AM   [ Ignore ]   [ # 33 ]
Power Member
Avatar
RankRankRank
Total Posts:  1390
Joined  2011-11-16

Well, I managed to fix the shoulder seam, the deltoid armor, and the straps and epaulettes on the shoulder, but the flares on the pectoral armor are still bending down with the arms. I ended up going back to the original file and adjusting the seams to sit on the inside of the shoulders, between the shoulders and neck then shrinking the shoulder straps and epaulettes, moving the snaps for them, as well as the pectoral armor, and the attachment straps for said armor. I had to make new pectoral armor plates, but, as I said, have bending on the flares. .

Profile
 
 
Posted: 05 December 2012 04:17 PM   [ Ignore ]   [ # 34 ]
Power Member
Avatar
RankRankRank
Total Posts:  2231
Joined  2005-09-05
Roygee - 04 December 2012 01:17 PM

I was thinking the same - pretty brave to embark on that:)  Glad for you that Hex didn’t throw in the towel halfway through.

I’m waiting to see if anyone has the answer to your question regarding the bits that shouldn’t bend.  What springs to mind would be to either have them as separate objects parented, or fiddle with the smoothing drop-off zones, or use the rigidity function.  These are only guesses - the only similar thing I’ve done was on a sea monster i made, where the spikes on the back had to move with the bending of the figure, but not deform.  Got that right by adjusting the smoothing drop-off between the back and the spikes and that worked well.

I haven’t personally used them but the rigidity map function is what normally is recommended with problems like this…

Beautiful jacket!

 Signature 

Shadermixer tutorials and recipes
My ShareCG Gallery
Shadermixer Documents

Profile
 
 
Posted: 05 December 2012 09:33 PM   [ Ignore ]   [ # 35 ]
Power Member
Avatar
RankRankRank
Total Posts:  1390
Joined  2011-11-16
Pendraia - 05 December 2012 04:17 PM
Roygee - 04 December 2012 01:17 PM

I was thinking the same - pretty brave to embark on that:)  Glad for you that Hex didn’t throw in the towel halfway through.

I’m waiting to see if anyone has the answer to your question regarding the bits that shouldn’t bend.  What springs to mind would be to either have them as separate objects parented, or fiddle with the smoothing drop-off zones, or use the rigidity function.  These are only guesses - the only similar thing I’ve done was on a sea monster i made, where the spikes on the back had to move with the bending of the figure, but not deform.  Got that right by adjusting the smoothing drop-off between the back and the spikes and that worked well.

I haven’t personally used them but the rigidity map function is what normally is recommended with problems like this…

Beautiful jacket!

Thanks. I haven’t had much luck figuring out rigidity maps yet, so…
I’m making my third set of pectoral armor right now, with the flares shorter, and with a steeper rise. Hopefully that will fix the problem once and for all.

Profile
 
 
Posted: 05 December 2012 09:50 PM   [ Ignore ]   [ # 36 ]
Power Member
Avatar
RankRankRank
Total Posts:  2231
Joined  2005-09-05
Tramp Graphics - 05 December 2012 09:33 PM
Pendraia - 05 December 2012 04:17 PM
Roygee - 04 December 2012 01:17 PM

I was thinking the same - pretty brave to embark on that:)  Glad for you that Hex didn’t throw in the towel halfway through.

I’m waiting to see if anyone has the answer to your question regarding the bits that shouldn’t bend.  What springs to mind would be to either have them as separate objects parented, or fiddle with the smoothing drop-off zones, or use the rigidity function.  These are only guesses - the only similar thing I’ve done was on a sea monster i made, where the spikes on the back had to move with the bending of the figure, but not deform.  Got that right by adjusting the smoothing drop-off between the back and the spikes and that worked well.

I haven’t personally used them but the rigidity map function is what normally is recommended with problems like this…

Beautiful jacket!

Thanks. I haven’t had much luck figuring out rigidity maps yet, so…
I’m making my third set of pectoral armor right now, with the flares shorter, and with a steeper rise. Hopefully that will fix the problem once and for all.

Good luck with it!

 Signature 

Shadermixer tutorials and recipes
My ShareCG Gallery
Shadermixer Documents

Profile
 
 
Posted: 06 December 2012 05:05 AM   [ Ignore ]   [ # 37 ]
Power Member
Avatar
RankRankRank
Total Posts:  1390
Joined  2011-11-16

Well, I’ve managed to minimize the deformation of the shoulder flares on the Pectoral armor, but not eliminate it altogether.

Image Attachments
Jacket-15.jpg
Profile
 
 
Posted: 06 December 2012 03:20 PM   [ Ignore ]   [ # 38 ]
Power Member
Avatar
RankRankRank
Total Posts:  1390
Joined  2011-11-16

Well, I noticed another “slight” issue after I put the jacket on a character with pants on. The jacket was a “bit” too short in the waist, leaving a gap between the jacket’s waistline and that of the pants, exposing the bottom of the shirt underneath, as if the jacket was too small. red face

Easy fix, but now I have to go back and re-rig it all over again.shut eye

Profile
 
 
Posted: 06 December 2012 05:28 PM   [ Ignore ]   [ # 39 ]
Active Member
Avatar
RankRank
Total Posts:  277
Joined  2005-09-15

Happy days.  smile

 Signature 

Cheers, Fanners.raspberry

Profile
 
 
Posted: 06 December 2012 06:14 PM   [ Ignore ]   [ # 40 ]
Power Member
Avatar
RankRankRank
Total Posts:  1390
Joined  2011-11-16

Well, jacket is fixed, and I just did my first test render of the Night Warrior wearing it. I still need to adjust the shaders for the armor to get them the right colors, but otherwise, he’s looking good.

Image Attachments
Night-Warrior-test-render-1.jpg
Profile
 
 
Posted: 06 December 2012 07:44 PM   [ Ignore ]   [ # 41 ]
Power Member
Avatar
RankRankRank
Total Posts:  1390
Joined  2011-11-16

Finally have the armor colors mostly right, but an still having a problem with the “triangles” that are supposed to be superimposed onto the gold section of the pectoral armor plates (see untextured screen captures) not showing up at all in the render. They show up fine in Daz, and are there on the original mesh, but not showing up when rendered.

Image Attachments
Night-Warriro-test-render-6.jpg
Profile
 
 
Posted: 08 December 2012 04:20 AM   [ Ignore ]   [ # 42 ]
Power Member
Avatar
RankRankRank
Total Posts:  1390
Joined  2011-11-16

Fixed. The problem was a result of applying a smoothing modifier. Once I turned off smoothing, everything worked. I’ve also fully outfitted his gun belt and holster, as well as his utility belt with ammo clips, grenades, flashlight, and other equipment, though it still needs a canteen. All that’s left now, aside from a more accurate pair of shades, is his battle glove with retractable “Panther” claws. Not sure how to pull that off yet. Making the glove shouldn’t be hard, making the claws retractable, on the other hand…

Anywhat, take a look, and tell me what you think.

Image Attachments
Night-Warrior-test-render-10.jpg
Profile
 
 
   
3 of 3
3