No more seams on clothes?
Wonderland
Posts: 7,137
Daz clothes used to be great and much more realistic. It seems now there are no more seams, which looks unrealistic. Here is a sample with the FG Nighty. It looks funny with it just being all lace as if a shader was used. Please bring back seams!

Post edited by Wonderland on

Comments
Agreed. I feel that is one of the downsides of dforce clothing, less knowledgable PAs are leaving out the details to make things dforce compliant.
It seems that is something that could easily be done in Photoshop, dforce or not...
Possibly, but I prefer not to do post work if I can help it. Besides, didn't you just post about lack of seams?
I think the suggestion was that seams could be added to the texture (and bump/normal) maps in an image editor.
Ah, gotcha. I would still prefer it to be actual mesh with it's own material zone. I find lots of tops I like only to discover it's a single material zone and the seams are done with the textures and not the mesh.
yes I prefer clothing's UV's laid out like dress patterns for this reason
and not overlapping, some prefer overlapping but if I paint something with polypaint I want it all one UV map!!!
that way I have the option to also paint a seamless design on it such as embroidery but tiled textures will have believable seams
Seams should be there. Details like seams, buttons, wrinkles and pleats are what make me want to buy an outfit. I realize it takes extra time and skill to put those on d-force enabled clothing but they really need to be there
i'd have to agree that there's a fair amount of dforce-friendly clothing floating around that's shy on construction details.
there are some amazing dforce outfits (and texture sets) out there. but there are also a fair number that always strike me as looking like they're made out of some kind of weird stretchy dough, rather than fabric.
randomly, i feel like the styling of fantasy outfits has taken a strange hit from the move to dforcing. could just be my perception of things, but i'm seeing a lot of fantasy outfits that look like they rely on some kind of collar to hold them up. whereas pre-dforce fantasy outfits seemed as often as not to defy gravity spectacularly.
i keep waiting for someone talented (possibly even brilliant and stubborn) to put out a merchant-resource set of realistic PBR-based dforce 'shaders' that only affect the dforce spectrum of the surfaces tab. get that silk to act like silk, that burlap to act like burlap, that leather to act like leather. that would be a huge boon to PAs and we common folk alike.
but i'm also waiting for someone really talented, stubborn, and brilliant to come up with a one-click solution to cleaning up and welding vertices on pre-dforce clothing, even though i know that's probably impossible. so in the context of dforce clothing, i don't consider myself a reasonable person.
:)
j
I weld it in UUW3D as it keeps the UV mapping
The wizard outfit that came with the Floyd pro bundle is another offender. Drapes beautifully, looks great from a distance... but close up? Oh dear.
The cloak has a modern style, tiny knitted texture (odd, I would assume a wizard's garb would be woven) and the edges are unfinished. It would unravel with no hems!
It is otherwise so nice, but I would expect an item in a pro bundle to have a pro texture.
I was planning to create a custom texture for the project I had in mind. Just as well.
I do the same, but the results are hit or miss in my experience.
In my opinion dForce is better used in a limited way as far as clothing is concerned. Perhaps PAs tend to rely too much on it for the creation of real clothing effects. While this is possible it is not animation frendly at all. You need a very detailed mesh on the clothing and a lot of simulation time. In the animation scenario it is much better to use dForce as an authoring tool to create seams. Then bake the seams by retopology. Then apply weight maps to leave dForce out of non-floating parts. Finally it is possible to add minor seams as bump maps as a visual finalization.
The procedure above is commonly used in games and gives optimized and animation friendly outfits using dForce just for the floating parts. Without renouncing to beautiful seams that are essential as a realistic visual feedback. It does not make sense to have PBR rendering if the clothing can't be realistic as well.
On the other hand, there are a lot of customers that are demanding that clothes drape and not rely on drape morphs which are limiting. It's hard to please everyone.
On the other hand the seams on some clothing like t-shirts (where the sleave joins main body) are way too overdone and I find myself having to postwork them to reduce the effect. I guess I could also turn down the bump/displacement.
The image I originally posted was a bra, which certainly shouldn’t need dforce unless a character has some seriously low hanging boobies lol. The lace just ends with no seam border around it like a lace shader was applied to a sheet or something. No structure whatsoever.
Ah, so you want a hem rather than a seam?
The nice thing about dForce and bras (or spaghetti tops, or whatever) is getting the straps to be taut rather than weirdly wiggling along the top of a collarbone.
That's a very good point - along with hovering just above the shoulder ... but I, sadly, agree with the OP, and that is something else to carefully look for when I consider buying stuff!
You're right! dForce or not - most clothes without seams look strange. I also like a separate material zone for the seams/hems.
I think all seams and hems should me done with textures: color map + normal map + bump map...
That will never happen in current version of dForce probably.
Because dForce is sensitive to mesh: you will get different results on different meshes. The same dForce preset can be looks like silk or denim on different meshes.
What I mean under "different meshes". Well, meshes with small or big polygons.
p.s.: but on similar meshes it will be looks similar, of course :) So there is no warranty "What You Buy Is What You Get" here.