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Coby Foden

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Posts posted by Coby Foden

  1. 1 minute ago, Sylvannas Zulaman said:

    This has more to do with the limits between the head and the body (where they meet) and the fact that SL Default lighting make every shade weird. if you pay attention, the lighting on the bottom of the neck over the line (still on the head) is different from the shade on the neck, like there are 2 different light spots when it's actually only one. It's really because of being 2 different objects rather than skin issue. You could fix it using this light settings to hide weird shadows: 

    image.png

    Yes, I know how to make the line to disappear with certain lighting settings. For example with those Windlights for "optimal skin looks".
    The line is almost impossible to see with those Windlights - unless you study it with microscope.

    But those "optimal skin" Windlights are good only for the skin. They make the scenery look very cartoon like, no shadows, no materials effects. Not good for general daily use. And changing the Windlight naturally affects only my view. So changing the lighting is not really a solution.

    PS.
    Maitreya body is supplied with separate hands and feet. And there is no visible line between them and the body.
    I think the neck line issue comes from the fact that the body and head are made by different designers.
    The body mesh and the head mesh normals at the joint might play a role here.

    • Like 2
  2. 42 minutes ago, Bitsy Buccaneer said:

    I think there was discussion of the reasons why this happens in another thread a few months ago, Cody. Maybe someone with a better functioning brain will remember it well enough to find it for you.

    There have been at least two threads where this neck line problem were discussed:

    https://community.secondlife.com/forums/topic/410934-is-it-possible-to-fix-neck-seam/?tab=comments#comment-1664408

    https://community.secondlife.com/forums/topic/411212-help-signature-gianni-catwa-neck-area-problem/?tab=comments#comment-1666591

    What I'm wondering is that why the seam line is still visible even if the texture on the mesh body and the mesh head is exactly the same one (i.e. the blank texture in my example).

    • Like 1
  3. 6 hours ago, Hunter Stern said:

    This comes down to skin making itself. A Head skin is basically always 512x512 by rule and the Body1024x1024 (some are done in 512x512 but lose clarity in detail at this resolution.) similarly the hands and feet would be done in 512x512. Also in some cases not all skin creators go back and double check each hue varient at different coordinates on the skin map and you end up with a darker hue near a lighter hue or a completely different scaled hue (more green in one section, and more red in another). this difference is what you might be seeing, the edge pixels do not quite line up at the seam even though they carry the same dpi. For some of my skins that I have made using the bake feature in Blender, I then have to take that map and smooth and normalize it in Photoshop later for proper clean up and detail. I meant to add that judging from your picture it looks as if there are obvious red blue under hues in the body and more red green in the head.

    I want to clarify a bit what I used in the body and the head (if this wasn't clear in my post):

    • Exactly the same texture is used on the head and on the body. The size of the texture is 1024 x 1024 pixels.
    • The texture is one single colour texture with no highlights and no shadowings.
    • This same texture is used on the head and on the body.

    I'm beginning to think that the normals in the mesh head and mesh body at the joint area don't point exactly to the same direction and thus we see the line.
    No lines are visible in the hand and feet joints in Maitreya body. So the designer has made sure that the normals at both sides of the joint point to the same direction.

    Which might mean that the only solution to this neck joint problem would be that the body and head designer would co-operate so they could match the direction of normals of the body and the head at the joint.

    • Like 1
  4. 4 hours ago, Bitsy Buccaneer said:

    It's not really possible to match up skin tones from different creators. There are also problems with the way light is reflected from the different surfaces so even if all the skins are from the same creator there will still be visible lines and such. I've never learned how to overlook those lines the way a lot of people do.

    I have Maitreya body and Vista Lia head. On both of them I have the same skin from YS&YS. The neck line is still visible more or less depending on the lighting. To test this a bit further I made blank even colour texture without any highlights or shadowing. Then I made appliers with that texture for the body and head and applied the texture to the body and head.

    Ok, now as both the head and the body have exactly the same texture there should be no line visible in the neck. But there is, more or less depending on the lighting. This is weird because for example Maitreya body has separate feet and hands and there is no visible line at the joint to the body. So why does the head/body joint have visible line? Might it be something to do with the normals in the meshes?

    Plain-skin-texture-test_Head-and-Body.png

  5. ¡Epaaaa... ¡Olé! :ph34r:
    2018-02-05_Oleeee.thumb.jpg.9e7d1f95094952ea5fe7a27ca70b6a52.jpg

    Body: Maitreya Lara
    Head: Vista Lia bento
    Hair: "Coralee" flexi hair from Amacci (shortened by me)
    Skirt and Top: "Nuri" from Eleganzia
    Shoes: "Hedy Heels" from -KC- The Original KC Couture (free group gift)

    • Like 15
  6. After unsuccessful eating attempt I went dancing with, erm... basketball team members (my wild guess :/).
    The man wearing tie towered amazing 2.54 meters [8 ft 4 in]. I was mere 1.91 [6 ft 3 in] wearing my highest heels.
    Anyway, the dancing was great fun with them, the DJ had 320 dances (wow!) in her dance HUD. Two hours of lovely eye candy to watch.

    2018-02-05_dancing-session.jpg

    • Like 5
    • Haha 1
  7. 18 minutes ago, moirakathleen said:

    Is this particular event held on mainland or on an estate sim?  I thought the 40 avatar maximum only applied to mainland, and that full estates had a higher maximum number (but also that estate owners could set the allowed number lower than the maximum if they wished).  

    I often visit in popular ballroom where the region avatar limit is 100 plus the premium members extra. Sometimes there happens to be around 70 avatars present. There is a noticeable drop in the region performance with that many avatars present.

    Few times I have been in regions where 100 avatars were present. It has been almost impossible even to move, it's a slide show.
    Therefore even the if region could allow 100 avatars, it is sensible to limit it to 50 avatars during shopping events for reasonably pleasant shopping experience.

    • Like 2
  8. Oh, by the way, about bento...
    Now there are bento male appendixes available in the Marketplace. My friend tested one demo and I was allowed to be the witness of the experiment. :D
    It was quite amazing to see something similar on male body in SL how the thing acts in RL.
    Bento animated one is the way to go if you are after reality. It moves realistically when you walk or run.
    Sure enough the animator had put some hilarious animations there too. Snake kind of animation for example.
    OMG! But yay for the bento thing. Looks a lot better than frozen non animated ones.

    This message is as a hint to our dear male forum members who might be reading this... :x;)

    (And no pictures this time. Because...)

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