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Comments
thankyou so much Gordig.
"The boots, sadly, are a single material zone." ouch, so this is not going to work with 3DL cloth shader sets (tiled shaders, not meped ones), hmmm. that dress part does look good, if it's also a single mat zone that will make things, difficult.
wow really thanks for the info, 69 to 70k poly count is very reasonable numbers, and about the "pants" i have some "pants options which could fill that part but ofcourse would be good if that armor was more "complete but overal my only complain would be a little weird look sholder it's feel like it was made to "hurt herself" lol, with that sort of "sharps close to her head. lol, but now for sure in my list to buy in a future a little far(currently my credit card already full).
Many thanks Griffin and Gordig! I'll be buying it when I get the possibility, it seems it will work well with kitbashing and could fit several scenes for me :)
And what say you, @gogger?
I'm designing a bunch of fantasy characters, so I came back to this outfit, and tried dialing out the ridiculous pauldrons. It becomes a very reasonable bit of chest armor, even if the rest of the outfit is still a little skimpier than I generally like.
It might be worth the hassle for kit-bashing if that sword belt is decent. Rigged sword-betls are near impossible to find. Good ones, I mean...for G8.
Thinking about the sword belt, it shows in the promos on both sides, left or right hand draw. Is this true? Can you use two? I like two swords!
Gus
Here she is again with pants and boots. This outfit has basically no morphs, so my only real option was to scale the dress, belts and armor up, but that worked well enough.
Not really, unless you want to mirror the belt and add a second scabbard.
A Push Modifier (Edit>Figure>Geometry>Add Push Modifier) might work better than scaling, especially if you use a weight map (Create>New Push Modifier Weight Access node) to adjust its effect.
Thanks for the suggestion. I haven’t really messed around with push modifiers yet, nor have I made more than a couple token attempts at weight map painting.
Mesh Grabber would work too. (There's an update just been released for mesh grabber too. Fixing a couple of bugs, see the thread.)
Also adding dforce to something, then let it adjust the shape to the pose but stop it before the drape starts can also help with fitting.