What kind of clothing are you sorely missing?

245

Comments

  • Griffin AvidGriffin Avid Posts: 3,822

    1) Winter/cold weather clothes. We have 1 huge coat and the front is locked in the open position. I've been using everything X-Mas, plus shaders. Yuck.

    2) Male suit with open front and closed front. Would like that to be a line or string of releases or come with multiple pants,,,flared, straight leg, etc.

    3) "Dressed nice" clothes for men. Everyday stylish clothes, not a suit and not a t-shirt. Closer to a Polo shirt with basic designs. No gaudy slogans or jokes on the front.

    4) Male Pants that DO NOT HUG THE LEGS and BUTT. Relaxed fit and comfortable.

    5) Slippers for bothg men and women. The kind you'd get at a hotel. One of the variations could have the sexy bunny tail on the front.

    6) I wouldn't be mad an all GLOVES product. Driving gloves, military gloves. Fingers cut off gloves. MMA gloves. Sexy, white gloves+sleeves [i.e. Jessica Rabbit] Grungy gloves, bloody gloves, spikes on the end, brass knuckes version etc....lace gloves...leather worker gloves....Hot metal handling gloves...gloves for ALL.

  • freni-kynfreni-kyn Posts: 394
    xyer0 said:
    freni-kyn said:
    xyer0 said:
    You can use a negative 1 value of the push modifier to crisp up edges. Select the item, or part of it,...  edit>parameters>geometry>add push modifier   Find the push modifier slide under parameters.  Here is one I've been messing with.  Part of a centaur item on a human.  The thicker one is the default.  The thinner is with the negative value push modifier.

    THANKS @freni-kyn! I have never used a push modifier before. I wonder if I can also use a push modifier positive value to thicken up some paper thin dForce materials without causing an explosion?

     

    ItsCeo said:

    @xyer0 - I second that - 'Men's Italian business suit (not an American sack suit) with tailored shoulders, thick lapel & crisp collar, believable tie, pants with cuff morphs. '

    The suits currently remind me of those longsleeved t-shirts with a suit printed on.

    So true, except without the nice bends and folds and creases.

    When you use the push modifier it automatically sets it at 1, which thickens the materials.  If you are going for a toon effect it would work really well.  Or maybe you have rivets that are not showing up well enough.  They will with it set at even .5. 

  • freni-kynfreni-kyn Posts: 394
    CypherFOX said:

    Greetings,

    Kitten heels.

    Slouch boots.

    More anklets.

    Ball gown, with internal hoops and the fabric covers it using dForce.

    Patchwork trenchcoats.

    I second the idea of a good cloak, and add a patchwork shader.

    --  Morgan

     

    Adding to that, I'd love anything patchwork and a really great set of beggars clothing textures in almost everything that goes on the market. 

  • rinkuchalrinkuchal Posts: 38

    I'm still searching for this (if it exists, I haven't found it yet): Shinto Shrine Maiden/Miko outfit and hair. That would go lovely with Minto, especially with dForce.

  • xyer0xyer0 Posts: 6,352
    edited March 2018

    Thanks for those tips, freni-kyn. As soon as my render finishes, I'm going to push modify a bunch of stuff.

    1) Winter/cold weather clothes. We have 1 huge coat and the front is locked in the open position. I've been using everything X-Mas, plus shaders. Yuck.

    2) Male suit with open front and closed front. Would like that to be a line or string of releases or come with multiple pants,,,flared, straight leg, etc.

    3) "Dressed nice" clothes for men. Everyday stylish clothes, not a suit and not a t-shirt. Closer to a Polo shirt with basic designs. No gaudy slogans or jokes on the front.

    4) Male Pants that DO NOT HUG THE LEGS and BUTT. Relaxed fit and comfortable.

    5) Slippers for bothg men and women. The kind you'd get at a hotel. One of the variations could have the sexy bunny tail on the front.

    6) I wouldn't be mad an all GLOVES product. Driving gloves, military gloves. Fingers cut off gloves. MMA gloves. Sexy, white gloves+sleeves [i.e. Jessica Rabbit] Grungy gloves, bloody gloves, spikes on the end, brass knuckes version etc....lace gloves...leather worker gloves....Hot metal handling gloves...gloves for ALL.

    For number 4) there is a vendor @ Rendo called dzheng who makes several loose-legged pants that work quite well on Genesis 3 with autofit. They have a ton of fit morphs, although not as many as their undress morphs. Accordingly, the butts do hug, but they can be loosened a bit. I own all the Genesis versions, and I use my library of shaders to make them even better. But the included textures are pretty good, though they are a bit garish for most usages.

    You can find them under "Fashion Set," and several of them are on Clearance; so, they might not be around much longer.

    Post edited by xyer0 on
  • freni-kynfreni-kyn Posts: 394
    xyer0 said:

    Thanks for those tips, freni-kyn. As soon as my render finishes, I'm going to push modify a bunch of stuff.

    1) Winter/cold weather clothes. We have 1 huge coat and the front is locked in the open position. I've been using everything X-Mas, plus shaders. Yuck.

    2) Male suit with open front and closed front. Would like that to be a line or string of releases or come with multiple pants,,,flared, straight leg, etc.

    3) "Dressed nice" clothes for men. Everyday stylish clothes, not a suit and not a t-shirt. Closer to a Polo shirt with basic designs. No gaudy slogans or jokes on the front.

    4) Male Pants that DO NOT HUG THE LEGS and BUTT. Relaxed fit and comfortable.

    5) Slippers for bothg men and women. The kind you'd get at a hotel. One of the variations could have the sexy bunny tail on the front.

    6) I wouldn't be mad an all GLOVES product. Driving gloves, military gloves. Fingers cut off gloves. MMA gloves. Sexy, white gloves+sleeves [i.e. Jessica Rabbit] Grungy gloves, bloody gloves, spikes on the end, brass knuckes version etc....lace gloves...leather worker gloves....Hot metal handling gloves...gloves for ALL.

    For number 4) there is a vendor @ Rendo called dzheng who makes several loose-legged pants that work quite well on Genesis 3 with autofit. They have a ton of fit morphs, although not as many as their undress morphs. Accordingly, the butts do hug, but they can be loosened a bit. I own all the Genesis versions, and I use my library of shaders to make them even better. But the included textures are pretty good, though they are a bit garish for most usages.

    I had to make sure it would work for you.  These are with and without the push modifier set at -.15.  The collar got nice and crisp but there was a bit of poke through.  I'm sure that can be adjusted out.  If not the collar is a separate surface so you could put the shirt on him twice and hide or delete everything but the collar in one and the opposite in the other.  Then only the collar would be affected by the push modifier.  I'm still learning all this stuff too.  Apparently you can not apply the push modifier to just part of a shirt.  It's all or nothing.

    ollie shirt .png
    600 x 780 - 746K
    ollie shirt push at -15.png
    600 x 780 - 721K
  • xyer0xyer0 Posts: 6,352
    freni-kyn said:
    xyer0 said:
    I had to make sure it would work for you.  These are with and without the push modifier set at -.15.  The collar got nice and crisp but there was a bit of poke through.  I'm sure that can be adjusted out.  If not the collar is a separate surface so you could put the shirt on him twice and hide or delete everything but the collar in one and the opposite in the other.  Then only the collar would be affected by the push modifier.  I'm still learning all this stuff too.  Apparently you can not apply the push modifier to just part of a shirt.  It's all or nothing.

    You're my faery godmother! Thank you so much. Hopefully there's a morph in the collar so I can push the opening closer together and use it with a conventional Windsor knot tie. That way I can use the collar for my suit shirt.

  • FSMCDesignsFSMCDesigns Posts: 12,846
    edited March 2018
    xyer0 said:
    freni-kyn said:
    xyer0 said:
    You can use a negative 1 value of the push modifier to crisp up edges. Select the item, or part of it,...  edit>parameters>geometry>add push modifier   Find the push modifier slide under parameters.  Here is one I've been messing with.  Part of a centaur item on a human.  The thicker one is the default.  The thinner is with the negative value push modifier.

    THANKS @freni-kyn! I have never used a push modifier before. I wonder if I can also use a push modifier positive value to thicken up some paper thin dForce materials without causing an explosion?

     

    ItsCeo said:

    @xyer0 - I second that - 'Men's Italian business suit (not an American sack suit) with tailored shoulders, thick lapel & crisp collar, believable tie, pants with cuff morphs. '

    The suits currently remind me of those longsleeved t-shirts with a suit printed on.

    So true, except without the nice bends and folds and creases.

    Yes, you can use the push modifier to thicken material. If it does explode, just turn the clothing into a prop after you run the simulation and then apply the push modifier.

    edited for stupid morning spelling, LOL

    Post edited by FSMCDesigns on
  • xyer0xyer0 Posts: 6,352
    edited March 2018
    xyer0 said:
    freni-kyn said:
    xyer0 said:
     

    Yes, you can use the push modifier to thicken material. If it does explode, just turn the clothing into a prop after use drape it and then apply the push modifier.

    Thanks for the confirmation @FSMCDesigns. Could you re-read your last sentence, and see if it's missing punctuation or a word? I'm unable to decipher it; probably because I'm a dForce newbee.

    Post edited by xyer0 on
  • FSMCDesignsFSMCDesigns Posts: 12,846
    xyer0 said:
    xyer0 said:
    freni-kyn said:
    xyer0 said:
     

    Yes, you can use the push modifier to thicken material. If it does explode, just turn the clothing into a prop after use drape it and then apply the push modifier.

    Thanks for the confirmation @FSMCDesigns. Could you re-read your last sentence, and see if it's missing punctuation or a word? I'm unable to decipher it; probably because I'm a dForce newbee.

    I am a newbie with dforce also, but it is my understanding that it is still conforming clothing and as such you should be able to turn it into a prop after you run the simulation just like you can with normal conforming clothing.

  • xyer0xyer0 Posts: 6,352
    edited March 2018
    xyer0 said:
    xyer0 said:
    freni-kyn said:
    xyer0 said:
    I am a newbie with dforce also, but it is my understanding that it is still conforming clothing and as such you should be able to turn it into a prop after you run the simulation just like you can with normal conforming clothing.

    Thanks for the clarification. I've been meaning to look into turning stuff into a prop after I discovered that "save as a prop" was not in the File pulldown menu.

    Post edited by xyer0 on
  • MadaMada Posts: 2,044
    edited March 2018
    freni-kyn said:
    xyer0 said:

      Apparently you can not apply the push modifier to just part of a shirt.  It's all or nothing.

    Once you apply a push modifier weight node click on it in the scene tab. Select the node weight brush tool (Alt+Shift+W), go to the tool tab and under unused maps you'll see PushModifier, click on Add Map. You'll have a weightmap that's filled 100%. Select all the polygons and fill with 0% so there's no weight. Now you can use the brush to paint where you want the push modifier to be. Very handy to fix poke through :)

     

     

    Post edited by Mada on
  • xyer0xyer0 Posts: 6,352
    Mada said:
    freni-kyn said:
    xyer0 said:

      Apparently you can not apply the push modifier to just part of a shirt.  It's all or nothing.

    Once you apply a push modifier weight node click on it in the scene tab. Select the node weight brush tool (Alt+Shift+W), go to the tool tab and under unused maps you'll see PushModifier, click on Add Map. You'll have a weightmap that's filled 100%. Select all the polygons and fill with 0% so there's no weight. Now you can use the brush to paint where you want the push modifier to be. Very handy to fix poke through :)

     

     

    Thanks for the instructions, @Mada! And also thanks for making tie strings that are poseable and including such excellent graphics with Phoenix Outfit.

  • TooncesToonces Posts: 919
    edited March 2018
    Mada said:
    freni-kyn said:
    xyer0 said:

      Apparently you can not apply the push modifier to just part of a shirt.  It's all or nothing.

    Once you apply a push modifier weight node click on it in the scene tab. Select the node weight brush tool (Alt+Shift+W), go to the tool tab and under unused maps you'll see PushModifier, click on Add Map. You'll have a weightmap that's filled 100%. Select all the polygons and fill with 0% so there's no weight. Now you can use the brush to paint where you want the push modifier to be. Very handy to fix poke through :)

     

     

    Interesting. When would you select to use this technique over a D-former with a weight map.

    Post edited by Toonces on
  • AllenArtAllenArt Posts: 7,175

    Period costumes. All eras. There's some in the store that are in a period style with a whole lot of artistic license, but very few that are era accurate.

    Laurie

  • agent unawaresagent unawares Posts: 3,513
    Toonces said:
    Mada said:
    freni-kyn said:
    xyer0 said:

      Apparently you can not apply the push modifier to just part of a shirt.  It's all or nothing.

    Once you apply a push modifier weight node click on it in the scene tab. Select the node weight brush tool (Alt+Shift+W), go to the tool tab and under unused maps you'll see PushModifier, click on Add Map. You'll have a weightmap that's filled 100%. Select all the polygons and fill with 0% so there's no weight. Now you can use the brush to paint where you want the push modifier to be. Very handy to fix poke through :)

     

     

    Interesting. When would you select to use this technique over a D-former with a weight map.

    When you want to quickly paint in fixes in multiple areas or when you have an item poking through itself (if the sections are different groups or material zones you can work with them separately with push modifier very easily but this doesn't work for deformers).

  • wolf359wolf359 Posts: 3,936
    edited March 2018
    xyer0 said:
    freni-kyn said:
    xyer0 said:
    You can use a negative 1 value of the push modifier to crisp up edges. Select the item, or part of it,...  edit>parameters>geometry>add push modifier   Find the push modifier slide under parameters.  Here is one I've been messing with.  Part of a centaur item on a human.  The thicker one is the default.  The thinner is with the negative value push modifier.

    THANKS @freni-kyn! I have never used a push modifier before. I wonder if I can also use a push modifier positive value to thicken up some paper thin dForce materials without causing an explosion?

     

    ItsCeo said:

    @xyer0 - I second that - 'Men's Italian business suit (not an American sack suit) with tailored shoulders, thick lapel & crisp collar, believable tie, pants with cuff morphs. '

    The suits currently remind me of those longsleeved t-shirts with a suit printed on.

    So true, except without the nice bends and folds and creases.

    Yes, you can use the push modifier to thicken material. If it does explode, just turn the clothing into a prop after you run the simulation and then apply the push modifier.

    edited for stupid morning spelling, LOL

    Has the push modifier been updated in 4.10??

    It "offsets" the clothing but does not add any visible edge thickness in 4.8
    is this feature now in 4.10 ??

     

    Post edited by wolf359 on
  • freni-kynfreni-kyn Posts: 394
    xyer0 said:
    freni-kyn said:
    xyer0 said:
    You can use a negative 1 value of the push modifier to crisp up edges. Select the item, or part of it,...  edit>parameters>geometry>add push modifier   Find the push modifier slide under parameters.  Here is one I've been messing with.  Part of a centaur item on a human.  The thicker one is the default.  The thinner is with the negative value push modifier.

    THANKS @freni-kyn! I have never used a push modifier before. I wonder if I can also use a push modifier positive value to thicken up some paper thin dForce materials without causing an explosion?

     

    ItsCeo said:

    @xyer0 - I second that - 'Men's Italian business suit (not an American sack suit) with tailored shoulders, thick lapel & crisp collar, believable tie, pants with cuff morphs. '

    The suits currently remind me of those longsleeved t-shirts with a suit printed on.

    So true, except without the nice bends and folds and creases.

    Yes, you can use the push modifier to thicken material. If it does explode, just turn the clothing into a prop after you run the simulation and then apply the push modifier.

    edited for stupid morning spelling, LOL

    Good to know about how to stop it from exploding. 

  • Serene NightSerene Night Posts: 17,704

    Can’t morphs be added to clothing that does this? I mean collars are quite obviously distorting... shouldn’t this be included if there is an obvious correction needed?

  • freni-kynfreni-kyn Posts: 394
    wolf359 said:
    xyer0 said:
    freni-kyn said:
    xyer0 said:
    You can use a negative 1 value of the push modifier to crisp up edges. Select the item, or part of it,...  edit>parameters>geometry>add push modifier   Find the push modifier slide under parameters.  Here is one I've been messing with.  Part of a centaur item on a human.  The thicker one is the default.  The thinner is with the negative value push modifier.

    THANKS @freni-kyn! I have never used a push modifier before. I wonder if I can also use a push modifier positive value to thicken up some paper thin dForce materials without causing an explosion?

     

    ItsCeo said:

    @xyer0 - I second that - 'Men's Italian business suit (not an American sack suit) with tailored shoulders, thick lapel & crisp collar, believable tie, pants with cuff morphs. '

    The suits currently remind me of those longsleeved t-shirts with a suit printed on.

    So true, except without the nice bends and folds and creases.

    Yes, you can use the push modifier to thicken material. If it does explode, just turn the clothing into a prop after you run the simulation and then apply the push modifier.

    edited for stupid morning spelling, LOL

    Has the push modifier been updated in 4.10??

    It "offsets" the clothing but does not add any visible edge thickness in 4.8
    is this feature now in 4.10 ??

     

    Sorry I never used it in the older version. 

  • freni-kynfreni-kyn Posts: 394
    wolf359 said:
    xyer0 said:
    freni-kyn said:
    xyer0 said:
    Can’t morphs be added to clothing that does this? I mean collars are quite obviously distorting... shouldn’t this be included if there is an obvious correction needed?

    It would be nice if those kinds of morphs were added to the clothing packages. Im sure someone could make a script that does it too.  That would help with older things. 

  • freni-kynfreni-kyn Posts: 394
    xyer0 said:
    Mada said:
    freni-kyn said:
    xyer0 said:

      Apparently you can not apply the push modifier to just part of a shirt.  It's all or nothing.

    Once you apply a push modifier weight node click on it in the scene tab. Select the node weight brush tool (Alt+Shift+W), go to the tool tab and under unused maps you'll see PushModifier, click on Add Map. You'll have a weightmap that's filled 100%. Select all the polygons and fill with 0% so there's no weight. Now you can use the brush to paint where you want the push modifier to be. Very handy to fix poke through :)

     

     

    Thanks for the instructions, @Mada! And also thanks for making tie strings that are poseable and including such excellent graphics with Phoenix Outfit.

    Cool. Thanks for that info. 

  • j cadej cade Posts: 2,310
    AllenArt said:

    Period costumes. All eras. There's some in the store that are in a period style with a whole lot of artistic license, but very few that are era accurate.

    Laurie

    Oh God I would love this, sadly for most eras the combination of lots of detail + niche appeal makes the prospect unlikely. I need to get better at modelling so I can do a full recreation of Dürer's 1493 self portrait. :)
  • freni-kynfreni-kyn Posts: 394

    Realistic flower add ons for clothing. Wreaths. Flower props for scattering through longer hair. braclets, shoe ornaments.  Some retexturing of the older stuff flower would be helpful too.

    I bought a bunch of things with flowers but find I can not use most of them because they do not look real. 

  • bmosaltbmosalt Posts: 52

    I’d also like winter sports outfits, particularly skiing/snowboarding. 

  • frankrblowfrankrblow Posts: 2,052
    rinkuchal said:

    I'm still searching for this (if it exists, I haven't found it yet): Shinto Shrine Maiden/Miko outfit and hair. That would go lovely with Minto, especially with dForce.

    I have been searching for this, too, for years, along with male (priest) wear, and even requested them in the Product Suggestions forum. Sadly, there has never been any response.

  • I'm always on the eternal hunt for post-apocolyptic gear that isn't garter belts and metal bikinis.  I'd like to see more that looks like clothing and armour that's barely holding together after decades of wear, stained and dirty, held together with scraps, rusty safety pins, fishing line, and duct tape.  I could probably do most of that myself if I was better at texturing, I guess, but some details need to be modeled in.

  • frankrblowfrankrblow Posts: 2,052
    edited March 2019
    rinkuchal said:

    I'm still searching for this (if it exists, I haven't found it yet): Shinto Shrine Maiden/Miko outfit and hair. That would go lovely with Minto, especially with dForce.

    @rinkuchal this works very well: sharecg.com/v/93218/browse/21/DAZ-Studio/Miko-for-G8F

    Post edited by frankrblow on
  • LyonessLyoness Posts: 1,639

    you know, I see a lot of things that you would like...

    Pictures are magical and can be way more helpful.  So, POST some PICS of what you like.

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