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We published the service update DressShop 1.03 the same time to DAZ and to Abalone. Seem we were a few hours faster to publish. I am happy to report that DAZ now also updated to DressShop 1.03.
Nothing nefarious there - enjoy the app!
Laslo
Yay for updates :)
Thanks for the update.
I have a quick question.
How do you uninstall Dress Shop? I want to do a clean instal of 1.03 and I can't find the uninstaller. I don't know if it has one.
Also, DAZ hasn't made the newer version available yet. The older version is still what downloads currently. I just downloaded it from DAZ and nothing was updated since the the 17th in the downloads.
Mine installed in C:/programs X86 under DressShop folder. I just personally delete everything in that folder and reinstall. But you can go to your computer's control panel, go to add/remove programs, and remove dress shop and then install the new one. :)
Thanks belovedalia,
the uninstaller wasn't showing up in my control panel for some reason.
Hm, was it installed to the location I mentioned?
Needed a jack o'lantern for a pic so made one real quick with DressShop, just a couple of primitives, 5 cuts, and tiny bit of shaping. :)
I have a lot of fun with Dress Shop!
The program folder was in the program files the uninstaller wasn't showing up in the control panel for some strange reason.
On my computer it was installed into C:/Program Files and into a Dress Shop folder. The uninstaller wasn't in the folder.
I ended up doing a reboot and reran the older installer. The uninstaller showed up in the control panel after I reran the installer.
I uninstalled from the control panel and then unzipped the 1.03 version and installed the new version.
The uninstaller is showing up for 1.03 in the control panel.
*snippety snip*
Hehehe, that looks pretty cool, well done.
We are continuing to add "Tips and Tricks" to the DressShop manual. Here's the latest:
How to put crease into pants via the "Shape" command.
A quick dress for Dawn, base mesh and rigging template courtesy of http://www.sharecg.com/v/71603/view/21/DAZ-Studio/Clothing-Creation-Kit-CCK-for-Dawn-DS4.5+
:)
That's very nice! I like the material effect, too. Pls. KEEP THEM COMING!
Busy week here, have company coming over and had to sub (I say had, but needed the money badly...still, more work, less time to play, lol)
Anyway, quick play using the dawn resource mesh to make this lovely mask for Dawn! :)
off to the ball :-)
Alia,
This is very innovative use of DressShop. Can you tell folks what mesh did you use the get the mask? My guess is that you imported Genesis' head and used the cutting tool to slice out the shape.
Mine installed in C:/programs X86 under DressShop folder. I just personally delete everything in that folder and reinstall. But you can go to your computer's control panel, go to add/remove programs, and remove dress shop and then install the new one. :)
...isn't the X86 folder for 32 bit apps?
Nope, how would i make it fit Dawn that way?
I used a very loose head starter mesh from http://www.sharecg.com/v/71603/view/21/DAZ-Studio/Clothing-Creation-Kit-CCK-for-Dawn-DS4.5+, fitted it to Dawn (took a bit of work to manuver Dawn's eyelashes) and then cut it out and autofit it.
I completely passed over this when it was first released. I don't know what I thought it was, but now that I've come in here it is looking very interesting. What I don't understand is how the UV maps work. Shouldn't all this cutting destroy the original template UVs? Or is there some way UVs are being generated on the fly?
I know Abalone would be better off answering your question, since he knows the inner workings of the program, but from my understanding (based on interactions between this program and Daz Studio) the UV maps are largely unneeded, since the program seems largely based around using shaders for the fabric effects. Again, I'm not sure, but I believe that there are basic UVs that may be automatically updated as cuts are made into the mesh, which would explain the cut/save/cut/save/cut workflow.
I decided to load a comparison of the UVs before and after editing (in this case, using the Dress Base Model.) Granted, in skilled hands or more time spent on fine tuning, the results of the shape would probably be much better. That being said, unless a recent update addresses the UV issue, I don't believe any amount of skill will fix that, unless you work with them manually. I'm attaching an image for your reference.
Hah, yeah that's a pretty unworkable UV. Looks like it'll be a manual rebuild if that's how they turn out, but that's what I expected really. I doubt God could fix that one. Are the grey and pink parts separate materials?
Thanks Visioneer :)
Oh, and nice design. How are you with UV mapping?
No problem. As mentioned in an earlier post, it looks like the UVs default to a Cylindrical Wrap after editing. After saving different cuts, it appears that you are defining MAT zones, so each section that is cut off results in a different material zone, depending on how you do it. (For the grey and pinks parts, yes, they are separate Mats, I made use of the Fabricator Shaders.)
I have a pretty solid grasp on editing UVs, but the complexity of the model always affects the resulting UVs. I tend to take longer than a lot of people, because I like to maximize texture areas, and wasted space on a UV Map results (in my opinion) in a potential loss of detail.
Folks,
We really appreciate your efforts to dissect DressShop and look for various aspects of it in a less polemic way. It is even more gratifying when such analysis comes from very knowledgeable sources, such as Visioneer.
Let me add to this discussion as best as I can:
Somewhere in this thread I noted that our goal with DressShop was to create an unusual, easy-to-use design tool for the rest of us who have not skills/time/money to deal with other, mostly pattern-based applications. This is our goal - in our next version we would like to make DressShop even simpler and easier (in contrast to the general trend of software feature-creep).
Maybe an analogy: we wanted to create a Segway, not a Cadillac. Without doubt you cannot take the kids on a road-trip with a Segway or bring home the groceries. On the other hand, you can hop on it without license and ride it on the sidewalk or in the mall. Still, you would not look for cup-holders or cruise-control on a Segway - it serves a different purpose.
Which brings me to my point: DressShop does not deal with UV maps because our user for most part don't. We use colors or MAT shaders (simple jpg images) that we tile and scale in Studio. I can add some other features that one should not look for in DressShop: cutting patterns for example. Since the program is intended as a design and visualization tool and not a way to actually manufacture a garment, we don't do cutting patterns.
Now, that I got this off my chest, I do appreciate suggestions on how to make the next version even less complex and more user-friendly.
(Hint: we are thinking tablet support and gesture-based editing). Our target audience is someone who watches Project Runway and is inspired to try designing a dress on his/her own, with a minimum of learning curve. Once done (hopefully in minutes), he/she can try on the design on a DAZ figure, add colors and patterns and even have a little runway animation with no specific learning or skills. This is what we set out to accomplish two years ago, when we first started to talk about DressShop.
I really look forward to hearing good ideas on how to reach this goal and improve on the product in the following years, baby-step by baby-step. Thanks for helping us!
Laslo Vespremi
Abalone LLC
Even jpg images won't work if the item isn't UV'd properly!
and you did a super job - look forward to see what you come up with next !
Wendy, you are right in this. We are now revising the tutorial to show how to correct UV maps.
Please stay tuned and thanks for pointing out this issue!
Best,
Laslo
Hey Laslo, me again!
Believe it or not, Wendy has a great point about some shaders not being able to function correctly without accurate UVs. Even if the user doesn't use UVs (or doesn't realize it when they do,) that doesn't make them any less important. Using your Segway analogy, (which was a fantastic one,) even though you shift your weight forward to go forward, and pull it back to go back, there is still the gyroscoping mechanism underneath the proverbial "hood" that lets the machine how fast it needs to go and in what direction. Think of UVs like that. As simple as a segway may be, compared to a Cadillac, there are still some necessary functions that take place out of user operation.
That being said, a feature I would really like to see is the ability to move control points or handles after placing them down and before making a cut.
::FacePalm:: I just saw Laslo say the same thing. :/
DressShop1.04 is at abalonellc.com under the Support tab. Free download - use your old key.
What is new:
1. We addressed the UV map issue, the built-in garments should map OK
2. For those cases, where user makes "shape" changes (Shape and Stretch), we updated the Manual. In Chapter 4 of the Manual under Tips and Tricks we provide step-by-step instructions how to adjust the UV map after a shape change takes place.
Thank you for your understanding and thanks to Wilmap and Visioneer for their good sense to catch the issue.
Hey Laslo! Great update! There is some minor stretching with the UVs, but given the scope of your project, I'd say that's pretty negligible. I noticed a few things as I was working with the program this time around, a few minor issues, which are pretty much as certain as user error (pushing the program) as much as they are little "idiosyncrasies" of the program.
1.) I noticed that the snap for the straight cut wasn't working.
2.) When using the arc cut tool, if end points are overlapping, it can cause some artifacts in the base mesh, such as inexplicable holes, and/or rogue polys, which wouldn't be a problem, but there is no way to select or delete them.
These are just a few minor issues I noticed, but even still, fixing the mapping to planar was a good call, and it worked out really well!
By the way, I really need to give some props to Wendy! Her Fabricator shader collection she has on ShareCG works AWESOME, especially with this program (I used the shaders in the attached image.) Keep up the awesome work, both of you! MOAR please!
Thanks Visioneer! We are also very excited by the new fixes, thanks to you and Wendy.
I hope you and others will keep showing super work done with DressShop!
I know I am working on a garment to show off the super UV's and transparency (lace) effects.
This is very good news. The application is looking much more appealing now.