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Seamless textures SL body UV Map


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Hi! I'm trying to make a fishnet top with an omega applier, and I want the front and back to be seamless at the side. The UV map (included below) doesn't have the front and back of the body touching seamlessly, obviously, and has many curves, so I obviously can't just pattern my texture over the entire thing and hope for the best. Is there a way to make my texture line up perfectly without pulling my hair out? Preferably a method that would work with other textures as well, as I've had this problem before with other things.
 

SL-Avatar-Top-512.jpg

Edited by Reyetta Claven
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  • Dolly Waifu changed the title to Seamless textures SL body UV Map

You can use something like the "warp" tool (my software) to move the ends of your fishnet to the appropriate line and match that line on the other side. This is very time consuming and as far as I know, no way to make your new texture into a "template" that could be reused.  I HAVE done this LOL but long ago when we all wore texture clothing. It is a tedious job so if you are making it for profit rather than love, it might be more time spent than you want. There may be another way, but I don't know it. Good luck.

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1 minute ago, Chic Aeon said:

You can use something like the "warp" tool (my software) to move the ends of your fishnet to the appropriate line and match that line on the other side. This is very time consuming and as far as I know, no way to make your new texture into a "template" that could be reused.  I HAVE done this LOL but long ago when we all wore texture clothing. It is a tedious job so if you are making it for profit rather than love, it might be more time spent than you want. There may be another way, but I don't know it. Good luck.

May I ask which program you use?

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Sure. I now use Corel Painsthop Pro 2019   BUT I am pretty sure that I made my garments using PhotoImpact (now gone sadly). These aren't fancy programs so it seems like other software would have that feature.  I can't find anything in Paintshop Pro that would be equivalent and their "warp" has no way to to adjust manually.

What Photo impact did was to place a grid (looking much like a UV grid so transparent with lines)on top of your graphic and then you could move little squares at each of the corners to sort of drag the pixels in that area over to where they needed to be.   I would assume powerful programs like Photoshop would have something similar.  

I was trying to find a screenshot of the tool but Google is sending me FAR FAR astray.   

Hopefully someone will write with info on a more current product.  Good luck. I know it is an issue and most fishnet things do NOT match up at the seams. Usually folks make another seam where you would have sewn the fishnet together. So it doesn't need to match. That might be a way to go.

 

 

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44 minutes ago, Chic Aeon said:

Sure. I now use Corel Painsthop Pro 2019   BUT I am pretty sure that I made my garments using PhotoImpact (now gone sadly). These aren't fancy programs so it seems like other software would have that feature.  I can't find anything in Paintshop Pro that would be equivalent and their "warp" has no way to to adjust manually.

What Photo impact did was to place a grid (looking much like a UV grid so transparent with lines)on top of your graphic and then you could move little squares at each of the corners to sort of drag the pixels in that area over to where they needed to be.   I would assume powerful programs like Photoshop would have something similar.  

I was trying to find a screenshot of the tool but Google is sending me FAR FAR astray.   

Hopefully someone will write with info on a more current product.  Good luck. I know it is an issue and most fishnet things do NOT match up at the seams. Usually folks make another seam where you would have sewn the fishnet together. So it doesn't need to match. That might be a way to go.

 

 

Alright! Well thanks for the info regardless! A shame that there's no easy way. It would have been nice to make other textures seamless as well. Oh well!

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13 hours ago, Chic Aeon said:

What Photo impact did was to place a grid (looking much like a UV grid so transparent with lines)on top of your graphic and then you could move little squares at each of the corners to sort of drag the pixels in that area over to where they needed to be.   I would assume powerful programs like Photoshop would have something similar.  

GIMP does this with the transform perspective and transform cage tool, and is on the negative end of the expensive software scale.

Edited by Profaitchikenz Haiku
ty[os, what 3;s3?
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I'm fairly sure this would work on mesh bodies, but when I made system layer clothes (showing my SL age here lol!) I wore a skin made of the UV guides template on my avi. Then I could see exactly which guidelines and points matched at front and back, and spot any areas that distorted. Having the texture on the actual avi makes it much easier to see where you'd want to have a seam. You definitely don't want to have fancy details around seams until you get used to how things distort. I added a tiny blur of about 1-2pts along seam if necessary as that could often conceal the tiny seam glitches.

In Gimp I created outlines for clothing using the paths tool. You can create an outline path and it can be edited later, rather than a drawn stroke. This gets really handy when you want to change or build upon a previous design without starting from scratch. It also saves you having to draw the outline perfectly with a brush stroke, you can go back and adjust points and curves to reach where you want. The outline path is invisible until you apply a stroke to it, so I stroke the outline on its own layer. I'd drop a quick fill inside it (right click the path > path to selection, then fill) That makes it easy to see your outline when tested in SL. You need alpha in the test clothing outline so you can see your UV guide skin when you wear it. I'm not sure how that's all going to work with the mesh bodies, but it should be feasible!

I then used to wear my test layer over the UV guide and then if there are glitches, I can have SL zoomed in on my avi to see exactly what needs fixing. I use textures from my computer rather than uploading them at this stage - I think all the TPVs should let you use that.

Once it gets into patterns, you should find it easier to line those up testing as I outline above. It's not always possible to line them up perfectly, but if you look at clothing in RL the seam area distorts patterns there too. Also, there's nothing wrong with wearing a lot of patterned clothing from experienced designers and see how they seem to handle the seam area. Or use that 1-2pt blur and/or some shading. You can also build your design as if it was a bespoke tailored/embroidered design and deliberately make your pattern end before the seam. If in doubt, look at RL sewing/dressmaking sites and see all the different construction techniques that might be easier to fit into your designs. 

I'm not sure if that all makes sense, but I'm happy to help further if you need it, I probably still have some "antique" SL clothes textures in the dark recesses of my PC to refer back to :)

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On 5/16/2019 at 6:23 AM, Ailsa Muliaina said:

I'm fairly sure this would work on mesh bodies, but when I made system layer clothes (showing my SL age here lol!) I wore a skin made of the UV guides template on my avi.

Yes it definitely does work. You can make appliers using temporary textures, and the applier texture will update just like any other temporary texture when you make changes to your image file. I usually do this with the Omega applier. You just need a script that spits out the UUID of a texture on the face of a prim, then paste that UUID into the Omega applier script. The Slink Clothing Creating Kit will also allow you to use temporary textures but I am not sure about other bodies' kits. It is extremely useful when you need to make many tiny changes to an applier garment or skin.

As for lining up seams, well fishnet, what a nightmare, but generally with patterns where you absolutely cannot reduce detail, as Chic said the warp tool or equivalent. I find as I work I can see by looking at the UV template where things need to go, but with fishnet, well........

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