Meshing is hard

Feb 08, 2013 09:28

If you've been on GoS lately, you may have seen that I uploaded my very first successful mesh. Hooray! But I'm now I'm finding out that there is a lot more involved in meshes that aren't simple shoe-swaps.





It may be hard to tell, but this is a top and it's from the safari outfit that came as a career outfit with Seasons. The mesh is actually fine, but this UVmapping issue is new to me. It looks like a relatively easy thing to fix though.

I've tried many times to get rid of that necklace and the bracelet. But you know what? Editing the bare arms and necks on meshes is super nitpicky and frustrating. I must have looked at the section of that neck mesh for hours. Arg.

I've also considered cropping the mesh at the waist to make more of a tucked-in button-down sort of thing, but the necklace and bracelet removal need to happen first.



This is another top separated from an outfit. This time it's the magician's career outfit from FreeTime. I had better luck removing the neck stuff from this one (always check the back!!!), but when you see the neck from the side, it's pretty clear that it's a little janky looking.

I also want to thin out the arms a little, maybe shorten the sleeves.

The mesh seems to have the same UVmapping problem as the safari top, but that's lower on my list of priorities right now. And neither of these have any morphs. Boo. :(



And lastly, a mesh that is a bit further along than the other two. These are CM/CF cargo shorts (with a heavily edited texture) and Gothplague's roll-top boots. I had to scale the boots down to child-size, which is something I've never done before. It was surprisingly straightforward. Other than the calves looking a little too smooth, I'm happier with this mesh. I'll come back to this one and will probably upload it within the month.

If you can point me in the direction of a tutorial about UVmaps, that would be great!

meshing, blather

Previous post Next post
Up