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Klub Sentinel Klub Sentinel

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vi363R
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It was only moments after posting the picture I realized how bad it would be if she really became what she looks like! OMG I would not survive LOL.

difficult decisions: converting into a new dress with new UV and textures? or keeping the mesh and UV for the old textures and accept blocky shapes.. hmm need to sleep over it...

I'd go for all new dress with quality mesh and new UV, time for new retextures! 😉

 

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2 hours ago, vi363R said:

difficult decisions: converting into a new dress with new UV and textures? or keeping the mesh and UV for the old textures and accept blocky shapes.. hmm need to sleep over it...

 

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5 hours ago, vi363R said:

difficult decisions: converting into a new dress with new UV and textures? or keeping the mesh and UV for the old textures and accept blocky shapes.. hmm need to sleep over it...

I'd go for all new dress with quality mesh and new UV, time for new retextures!

That dress is probably one of the few vanilla dresses that weights is 'S' tier and certain weights are a good starting point (or for someone use on certain clothing addons of their) - at best, if transferring weights, there is a little clean up but IF you fiddled in blender long enough, you can tell which weight are working and not working and takes a couple seconds to fix. 

IMO - if you think making a new UV/mesh is the way, there are dresses out there that you can port over that are similar 'design' and has a newer UV/mesh. Again, for the millionth time; doubling the vertices is counter productive if you are taking it at base value. And this looks like it is taking it at base value and not being situated properly. Like I said, the weights are 'S' tier, and there is reason why it worked well and people retextured the shit out of it. Personally, I would add body shape (assuming that is what you are going after if you are using them) - otherwise, I would just add some simple PE morphs for the skirt and some adjustment morphs. I would keep the UV as it already has a bunch of retextures floating around and no need to over complicate life by making them incompatible. 

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5 hours ago, HDiddy said:

Blocky shapes? Why would it create blocky shapes?

The original version below. nullI understand now that too many triangles slow down the game and I also understand the importance of keeping tris low for dressing up 4 characters (I've been making efforts to tilt the balance in that direction lately btw) but 'octogonal' tits are not what I'm after 😉 that's what I meant with 'blocky'.

I don't see a way yet to smoothen that out without adding tris and smoothing the mesh, and that will warp the textures in a bad way, hence the doubt.

image.png

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4 hours ago, Smoke said:

That dress is probably one of the few vanilla dresses that weights is 'S' tier and certain weights are a good starting point (or for someone use on certain clothing addons of their) - at best, if transferring weights, there is a little clean up but IF you fiddled in blender long enough, you can tell which weight are working and not working and takes a couple seconds to fix. 

IMO - if you think making a new UV/mesh is the way, there are dresses out there that you can port over that are similar 'design' and has a newer UV/mesh. Again, for the millionth time; doubling the vertices is counter productive if you are taking it at base value. And this looks like it is taking it at base value and not being situated properly. Like I said, the weights are 'S' tier, and there is reason why it worked well and people retextured the shit out of it. Personally, I would add body shape (assuming that is what you are going after if you are using them) - otherwise, I would just add some simple PE morphs for the skirt and some adjustment morphs. I would keep the UV as it already has a bunch of retextures floating around and no need to over complicate life by making them incompatible. 

I can agree with this and thanks for the reaction. I'm always transferring weights from the body and manually edit them where required (usually only cleavage and hips). If I make an update to this one, for sure I will modify the weights, because as it is now, the tits already start clipping with only slightly increasing the breast size.

Not sure what you mean though with 'And this looks like it is taking it at base value and not being situated properly'. this picture is indeed with locally increased tris (around the breasts) to be able to smooth them a little to a more round shape, and as stated this causes warping of the textures. hence the doubt.

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2 hours ago, vi363R said:

The original version below. nullI understand now that too many triangles slow down the game and I also understand the importance of keeping tris low for dressing up 4 characters (I've been making efforts to tilt the balance in that direction lately btw) but 'octogonal' tits are not what I'm after 😉 that's what I meant with 'blocky'.

I don't see a way yet to smoothen that out without adding tris and smoothing the mesh, and that will warp the textures in a bad way, hence the doubt.

image.png

Default game textures are extremely low poly.  So you have space to subdivide and sculpt to smooth things out.  There are a bunch of techniques in sculpting you can use to smooth things out.  You just need to figure out what works for you. Also when messing with base game assets....best to convert tris back to quads for better sculpting. Sometimes this screws things up but most of the time it works well.

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Nun fetish reawakening! Oh God!

But all things considered, this looks absolutely fantastic! And if it allows for the use of old retextures, even better!

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lol text keeps on fucking up with. Trying to explain with pictures. But keeps on removing the text and keeping images. Ah - oh well. I'll see if I get around to trying to post again later.

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