Natural Petite Morphs for Victoria 7....
Hi Posermatic,
Thanks for Natural Petite Morphs for Victoria 7. Although the Product Page says that this product is compatible with Genesis 3 female, this is only partly true. If you dial these morphs at 100% on G3f then you can get some wrinkling etc or just different shapes. So, my question is, will you please release a Natural Petite Morphs for Genesis 3 Female, which is 100% compatible with the base G3f body. Are you also thinking of producing Natural Petite Morphs for other iconic 7 shapes? I can imagine petite breasts on some of the normally bustier, Valkeryie Warrior type figures might look rather strange, but some of the more slender, Elvish or teen type figures may benefit from a set of Natural Petite Morphs. Let's face reality not all teens are destined to have chests like Pamela Anderson or Kate Upton, some may never develop beyond Alicia Vikander or Gemma Ward for example.
Comments
I can't agree more and that is why I make these sets so we have more to choose from and create characters more richer and with different looks. Glad you like it.
An Alicia or Gemma character wold be sweet! Hope somebody create one.
As for the set, it is not designed to work on the genesis 3 base figure. The product page says it is compatible with Genesis 3 "Figure" because you can use it with this generation as opposed to Genesis 2 for example. Also is stated that Victoria 7 is Required. Hope this helps with the confusion ;)
Hi Posermatic,
Sure no problem, the morphs are useful on figures other than just V7. I was just wondering if you have plans for some NPMs for other iconic 7s and G3f herself?
There was a Gemma Ward look-a-like for V4 I think, but a G3f version (during her early modelling career) would indeed be nice. She described her face as alienesque but I think she just looked very destinctive and cute. So a look-a-like would be very welcome.
What figure would you like more? Maybe I can make a set for another figure later besides one for G3.
I think G3F would be a great start, that would cover many characters, but then iconic 7's crying out for smaller breast options are (IMO):
Tween Julie 7
Teen Josie 7
Sunny 7
Mei Lin 7
Aiko 7
That should keep you busy for a while :)
Lol! Indeed it will keep me busy!
I think an Alicia V. morph is doable and will give it a shot. Regarding Gemma I was confusing her with another girl but now that I see her I understand the alienesque look, and will be next in line.
It would be nice to see these morphs applied while wearing a T-shirt with graphics, stripes, or legible text, to showcase
Ryzen,
You are right, the Genesis 3 female has relatively large breasts compared to an average adult female, but this is 3d and ... who built the G3f mesh?... You are also right in saying that if the mesh of the breasts is compressed by morphing then a texture made for the default G3f figure will also show that compression distortion. How much distortion you see depends on how far the morph is from the default and the level of detail in the texture. You don't need to make new UV's per se, but that might be an option. Another way would be to repaint the texture to take the distortion into account. I can imagine that doing that by hand would be a nightmare but it may be that programs that allow painting directly on to a 3d figure and which then create the texture maps from the figure, might work (providing you paint on to the morphed figure). This needs the wisdom of a texture artist.
Thanks, I never considered repainting the texture, but that might be too much of a stretch for my limited art skills. :)
Hi. Just want to add that you have to take in consideration the cloth itsef to avoid more distortion, specially if it is intended for another figure or generation. Because the cloth item has another shape that needs to be adapted-forced by the autofit utility.
Ideally, a shirt for example, should be created around the morph you want to use to avoid almost all of the distortion.
BTW, there is no NPM for G3 at the time.
An out of the box thought (may be rubbish)... Would it be possible to write an algorithm that calculates the 3d difference between a default figure and a morphed version and then calculates the 2d distortion that would have to be applied to a texture automatically to correct for the difference between the default and morphed figures? That way, whatever 3d morph you made to the default figure, the software would deform the texture to compensate and so avoid distortion. This could be applied to clothing too. Just an idea, probably technically/mathematically difficult to implement.
While theoretically possible, it and the idea that 3D representations of real items, should not show distortion at all is a questionable argument, at least to me. Any real world fabric with the exception of leather will to some extent show distortion if stretched to a noticeable degree.
Two ways to avoid distortion:
Dynamic system with cloth defined not to stretch much
Procedural shaders that ignore UV
The nature of trying to autofit requires a mesh to distort to fit around stuff, by definition.
Actually there are several fabrics that hardly stretch in normal use, linen and heavy denim for example. However, the idea of being able to control the degree of stretching is one that would make clothing look more realistic. Timmins' idea to have the fabric of the cloth behave dynamically (with controlled stretching) is a good one, but it would enevitably mean that the cut of the clothing would become more important and probably limit the flexibility of application of many clothing items. Perhaps the best situation would be for the cloth to be dynamic with the user being able to adjust the "physical" characteristics of the cloth (which is usually the case with dynamic clothing systems) whilst at the same time being able to correct for over stretching by compensating for the distortion in the texture. At present, each pixel on the texture correlates to a point on the target object mesh controlled by the UV map. It should be possible to determine the effect of changes to the mesh shape (either as a result of fitting or as a result of direct morphing) on the original texture via a predicted change to the UV map and then reverse that distortion by distorting the texture in the "opposite direction". The intensity of the correction could be controlled with a slide control for example so as to obtain the most realistic outcome possible.
Deforming the textures is what happens - what you would need would be a way to generate new details to fill in the stretches, or to remove details to avoid compression, without introducing seams or breaking the pattern. It would be like remapping the item and creating new textures - though as Tmiins says procedural materials might work.
This is partly why subdivision surfaces have such high resolution textures; to minimize distortions introduced by morphing them without having to create multiple variations of the lower resolution textures for different extreme shapes. This is also why Zev0 and Raiya did a custom merchant resource set to go along with Growing Up, since many existing textures wouldn't look right on the younger figures.
I also agree that if you stretch geometry, its UVs should also be stretched.
The big problem with procedural stuff, btw, is that it tends to be strongest for large goopy blobby stuff or very small scale bumps/blobs, neither of which often really scream 'fabric.'
Have you guys seen this (and related videos)?
Aside from the mind blowing possibilities of the software that can do this, notice at just after 1min 40 secs, they illustrate frame by frame changes to the texture map. I know this is advanced stuff but I think it illustrates that texture modification in response to change in shape (be it caused by autofitting, morphing or animation) is entirely possible.
Fake news has been a media issue for a while now...... so, who wants to make a video of a fake conversation between Trump and Putin? Get in line guys!!!
Check out this one...
They are building a new texture map, but that new texture data is coming from a video feed.
Surely it could be recalculated from the changes in the positions of the verticies, afterall texture maps can be calculated directly from a mesh.
Only if all that exists for the character is a 1024x1024 texture, as it is limited in how much color data can be mapped to the UVs. Go to a 4096x4096 or larger texture map and UVs and you actually have more ability to cover up distortion in a mesh.
But, things like shadows and wrinkles won't exist on the original texture map.
No, but the wrinkles should exist in a high subdivision mesh underneath a texture map, and the interaction of those three items (lighting, mesh and texture) is what is going to create the shadowing in a video or still image.
There is a point in the beginning of the video where they ask the guy to make a bunch of faces, so they can encode all the extremities of his wrinkles.