====================================================================== ************************************************************ *Product Name: Future Wear *Copyright 20/09 2019 *By: HWWO & SharaMuse3D *Contact: Renderosity Sitemail ************************************************************ For La Femme & V4, our beloved ladies! The Future Wear outfit is a combination of a fantasy and sci-fi design, a dynamic armor, and a strict, futuristic sci-fi uniform with headwear. Even though it is dynamic keep in mind that it's also an armor and a stiff sci-fi cloth. For this reason, The Future Wear gives you something more than a regural fantasy armor and something less than a regural dynamic everyday outfit. This means that even though you can bend a bit more than you can with a comforming armor, you cannot stretch it all the way as with tights or a T-Shirt. The headwear is a parented prop, BUT you can very well play with it and drape it according to your pose and project in the Cloth room, just as with dynamic cloth. Make sure you constrain manually a small part on top of the head and play around with settings like Stretch Resistance, Fold resistance and so on according to your needs. The Future Wear has been designed with PBR materials for ultimate hyperrealism in Poser. Superfly and Hdri are a must for renders as realistic as possible. Wishes for Creative Abundance to All! :) What You Get: Uniform for V4 and La Femme Headwear for V4 and La Femme 12 Materials for the Headwear 12 Materials for the Uniform ************************ System Requirements: ************************ Poser 11 or higher La Femme from RPublishing Victoria 4 from Daz 3D ************************ Installation Instructions: ************************ Unzip the files into your poser directory. To open a clothing item, you go to props, then into the HWWO folder and then into FutureWear folder. To apply a material, go to materials, and then into the HWWO folder and into FutureWear folder. Resources Used: ------------------- Our own resources Cloth Textures Volume 3 by HandspanStudios Into Leather by ParrotDolphin Tie Dye Brushes by mystikel Luxurious Fabrics01 Lavinia ( LaRayne ) Luxurious Fabrcs02 Liudmila Metaeva FFBUndle by Banphrionsa Biscuitsmrpatters2 Biscuits DV_textureFun by DVDesign (AKA Fru.Valentin ) *************************** Usage/Copyright Information *************************** See the Renderosity License for more details. This product may be used for your commercial or non-commercial renders. This product may not be included in another commercial, non-commercial, or free package. You are of course welcome to use the UV Template files and bump/displacement maps included in the Template Folder to create your own textures. Other texture maps under Textures/HWWO may contain elements of merchant resources and may therefore not be used to create any texture packs, free or commercial (unless otherwise stated in the instructions in the separate Template file). Nor may they be redistributed in any form. Contact us at Renderosity if in doubt or if you have any questions. If you wish to create a commercial texture addon pack for this product, let us know because this is something we would be very happy to see! ************************************************************** Usage Tips or Limitations: ************************** * Cloth Room quick start * ************************** This quick start breaks down the process into simple steps how to use the clothing in the cloth room. It is not a full poser cloth room tutorial. If you are a beginner it should be enough to get you started, and if you are a more advanced user it should help you find the right settings and some good tips. 1. Load LaFemme. This of course applies the same to V4. LaFemme is used for describing name for simplicity´s sake. 2. On frame 1, load the draping pose (if you have one for other cloth), or put her into the zero pose, without any body morphs loaded. (You can have facial morphs, since they don't affect the clothing.) Make sure to have Inverse Kinematics off, found in the Figure menu. 3. Somewhere between frame 15-30 (Or more if you feel its needed), put LaFemme in the final pose that you want. Here you can also load or apply any custom LaFemme morphs that you want, that alters her body one way or the other. (Including other Daz characters like Aiko, The Girl, or Stephanie.) The cloth simulation needs to start with LaFemme in a draping pose or zero pose in the first frame, so that the clothing can drape or stretch into the final frame. If you are doing an animation, it's also from this frame and forward you will start it. 4.(IMPORTANT!) Before you load any of the clothing props, make sure you have LaFemme selected. Then load the clothing. Now, the clothing is parented to LaFemme, so if you scale LaFemme, the clothing is scaled as well. This can be very useful. The clothing can stretch, if you scale LaFemme down down in size in the starting pose, and be normal in size in the final pose. If you have loaded a pose and morphs in the final frame, there is already a keyframe here, so all you have to do is to scale LaFemme down a bit in the starting pose. Make sure you have LaFemme's BODY selected when doing this. 5. Go to "New Simulation" and set the desired amount of frames. Usually this is the same number as your final pose frame. Even though it's not necessary, setting up some drape frames, 10-15 is recommended. This will make the rest of the simulation faster, and more stable. 6. Then select "Collide against", and as collision object choose LaFemme. You can choose her whole body, or to speed up the simulation a bit, check the ignore feet and hand collection boxes. (Although you may want the feet checked if you are calculating the pants) A good collision offset value is somewhere between 0.300-0.400. Collision distance is usually good around 0.400. To keep the shirt from intersecting with the rest of the fabric, having the self collision box checked can help. "Start draping from zero pose" should be unchecked, or you may get very strange results! 7. In the DYNAMICS CONTROLS, you can experiment with fold resistance (and of course other values), to give the fabric some more creases, or decrease it to make the material a little bit tougher. Values between 0.5 to 3.0 are pretty good, depending on the results you are after. A low fold resistance will work well with these clothes and give very nice, detailed draping. When you have everything set up the way you like click "Calculate Simulation" For tweaking the cloth simulation, and how to use the clothing together with the pants, look into the sections below for some tips. *********************************** * Using parented scale * *********************************** The clothing comes parented to LaFemme. This means that if you move or scale her, the clothing will follow. Now, if you scale her in the starting pose, it will affect the cloth simulation. (Just make sure that she is scaled to normal/100% in your final pose) For example, if you want the clothing to stretch or fit tighter in the final pose, just scale LaFemme down. When you do this scaling, make sure to have LaFemme's BODY selected. This is very useful if you want the clothing to fit tightly to your character. Now, this clothing is loose and has a "one size fits all", but if you have a very dainty or very curvy character and want a different fit, it can be beneficial to experiment a bit with the scaling. If your LaFemme figure is named to something else than "LaFemme" sometimes the parent doesn't set when you load the garment, if that's the case, just go into the object menu and parent it to LaFemme's "body" This applies to V6 and Dawn, too. ***************** * Material Room * ***************** Applying materials is easy. Go into the material room, into the HWWO folder and into FutureWear folder. Just click on a material and it's applied all the zones. Just make sure the dress is selected. ***************** * Render tips * ***************** If you think that the displacement map is too strong or too weak, you can also adjust their strength in the material room (advanced tab) Just make sure to adjust it in all the zones. ****************************** Troubleshooting (By Frequency) ****************************** #1. “Messy” simulation of fabric in a sitting or lying down pose ---------------------------------------------------------------- When simulating against the GROUND object (or something else like a chair), it may be necessary to raise the Fold Resist in order to avoid ugly looking fabric self-intersections. A lower Fold Resistance will create softer folds on the fabric but may increase polygon collision problems in certain poses, so you will have to see this as a trade-off. #2. Tip: Quick morph brush trick for fabric self-intersection ------------------------------------------------------------- It is not always necessary to raise Fold Resistance until all intersections are gone. If they are not too bad, they are pretty easy to fix with the morph brush: 1. Go to Render settings, and turn off ‘Remove backfacing polys’ in the Preview tab. This will help you to see clearly where the back of a section of cloth intersects with another piece of cloth. 2. If you now try to use the Morph Tool (Pull), you will find that it moves both pieces of fabric. This is not what you want. Turn off ‘Average Normals’ a bit further down in the Morphs Tool panel (it is a check box) and you will find that you can now pull only the top level of fabric. 3. If you also have intersections that are the front of fabric sticking through, you will probably need to increase Fold Resistance a little further, since I haven’t found an easy fix for this yet. It can be worked on with the morph brush, but you will need to select the very smallest brush and work vertex by vertex, so it can be a little more time consuming. #3. A piece of clothing stretches out and becomes too long when simulating (when not colliding with GROUND) ----------------------------------------------------------------------------------------------------------- You can try these: Increase Stretch Resistance, lower Cloth Density and/or experiment with any adjustment morphs included. #4. Minor poke through around feet or fingers after simulating cloth --------------------------------------------------------------------- This is common, probably because the main figure’s polygon angles are sharper on hands and feet than on the rest of the body. The solution is to make a tiny adjustment on the figures pose after simulating. Usually the adjustment needed is very small and is hardly noticeable at all. If you do want the *exact pose*, just move (exaggerate) the feet a tiny bit before simulating, then move them back to the original pose afterwards. #5. (General) Minor poke through -------------------------------- Poke through in places like back armpits and the crotch area are a common problem on Dynamic garments. It is usually helpful to add a few (10 is a good start) extra simulation frames after the final pose, so that the cloth has enough time to settle and find its place. Also, check the pose. If the arms are intersecting with the body of the figure, (which would never happen in real life) you can understand how that will cause problems with the cloth room simulation, which is attempting to create a realistic result. A lot of poses were made with conforming clothing in mind, so you may need to make some adjustments. ************************ * General Stuff * ************************ If you wish to make your own textures, you will find an UV maps in the Templates folder. As far as the legal stuff goes, see the renderosity license txt file. But as a general rule, use it however you want in your personal or commercial projects, just dont redistribute the package, in whole or in part, to make a competing product! Happy renderings! -------------------------------------- Files Included in the Product: ************************ ====================================================== ..Documentation\HWW0\ ====================================================== HWW0_FutureWear_Readme.txt RENDEROSITY-LICENSE.txt ============================================================= ..Templates\HWW0\FutureWear\ ============================================================= FutureWear.jpg FW_HeadWear.jpg ====================================================================== ..Runtime\Geometries\HWW0\FutureWear\ ====================================================================== FutureWear_V4.obj FW_HeadWear_LaFemme.obj FW_HeadWear_V4.obj FW_Uniform_LaFemme.obj ================================================================================================= ..Runtime\Libraries\Materials\La Femme\Clothing\HWW0\FutureWear\ ================================================================================================= FW_HeadWear_Abstract.mc6 FW_HeadWear_Abstract.png FW_HeadWear_Black01.mc6 FW_HeadWear_Black01.png FW_HeadWear_Black02.mc6 FW_HeadWear_Black02.png FW_HeadWear_BlueGlow.mc6 FW_HeadWear_BlueGlow.png FW_HeadWear_Copper.mc6 FW_HeadWear_Copper.png FW_HeadWear_DeepBlue.mc6 FW_HeadWear_DeepBlue.png FW_HeadWear_Golden.mc6 FW_HeadWear_Golden.png FW_HeadWear_Golden2.mc6 FW_HeadWear_Golden2.png FW_HeadWear_Golden3.mc6 FW_HeadWear_Golden3.png FW_HeadWear_Iris.mc6 FW_HeadWear_Iris.png FW_HeadWear_Oceanic.mc6 FW_HeadWear_Oceanic.png FW_HeadWear_Rainbow.mc6 FW_HeadWear_Rainbow.png FW_Uniform_Abstract.mc6 FW_Uniform_Abstract.png FW_Uniform_Black01.mc6 FW_Uniform_Black01.png FW_Uniform_Black02.mc6 FW_Uniform_Black02.png FW_Uniform_BlueGlow.mc6 FW_Uniform_BlueGlow.png FW_Uniform_Copper.mc6 FW_Uniform_Copper.png FW_Uniform_DeepBlue.mc6 FW_Uniform_DeepBlue.png FW_Uniform_Golden.mc6 FW_Uniform_Golden.png FW_Uniform_Golden2.mc6 FW_Uniform_Golden2.png FW_Uniform_Golden3.mc6 FW_Uniform_Golden3.png FW_Uniform_Iris.mc6 FW_Uniform_Iris.png FW_Uniform_Oceanic.mc6 FW_Uniform_Oceanic.png FW_Uniform_Rainbow.mc6 FW_Uniform_Rainbow.png =================================================================================================== ..Runtime\Libraries\Materials\Victoria 4\Clothing\HWW0\FutureWear\ =================================================================================================== FW_HeadWear_Abstract.mc6 FW_HeadWear_Abstract.png FW_HeadWear_Black01.mc6 FW_HeadWear_Black01.png FW_HeadWear_Black02.mc6 FW_HeadWear_Black02.png FW_HeadWear_BlueGlow.mc6 FW_HeadWear_BlueGlow.png FW_HeadWear_Copper.mc6 FW_HeadWear_Copper.png FW_HeadWear_DeepBlue.mc6 FW_HeadWear_DeepBlue.png FW_HeadWear_Golden.mc6 FW_HeadWear_Golden.png FW_HeadWear_Golden2.mc6 FW_HeadWear_Golden2.png FW_HeadWear_Golden3.mc6 FW_HeadWear_Golden3.png FW_HeadWear_Iris.mc6 FW_HeadWear_Iris.png FW_HeadWear_Oceanic.mc6 FW_HeadWear_Oceanic.png FW_HeadWear_Rainbow.mc6 FW_HeadWear_Rainbow.png FW_Uniform_Abstract.mc6 FW_Uniform_Abstract.png FW_Uniform_Black01.mc6 FW_Uniform_Black01.png FW_Uniform_Black02.mc6 FW_Uniform_Black02.png FW_Uniform_BlueGlow.mc6 FW_Uniform_BlueGlow.png FW_Uniform_Copper.mc6 FW_Uniform_Copper.png FW_Uniform_DeepBlue.mc6 FW_Uniform_DeepBlue.png FW_Uniform_Golden.mc6 FW_Uniform_Golden.png FW_Uniform_Golden2.mc6 FW_Uniform_Golden2.png FW_Uniform_Golden3.mc6 FW_Uniform_Golden3.png FW_Uniform_Iris.mc6 FW_Uniform_Iris.png FW_Uniform_Oceanic.mc6 FW_Uniform_Oceanic.png FW_Uniform_Rainbow.mc6 FW_Uniform_Rainbow.png ============================================================================================= ..Runtime\Libraries\Props\La Femme\Clothing\HWW0\FutureWear\ ============================================================================================= FW_HeadWear_LaFemme.png FW_HeadWear_LaFemme.pp2 FW_Uniform_LaFemme.png FW_Uniform_LaFemme.pp2 ========================================================================================== ..Runtime\Libraries\Props\Victoria 4\Clothing\FutureWear\ ========================================================================================== FW_HeadWear_V4.png FW_HeadWear_V4.pp2 FW_Uniform_V4.png FW_Uniform_V4.pp2 ==================================================================== ..Runtime\Textures\HWW0\FutureWear\ ==================================================================== FW_HeadWear_Abstract.jpg FW_HeadWear_AbstractDS.jpg FW_HeadWear_Black01.jpg FW_HeadWear_Black01DS.jpg FW_HeadWear_Black02.jpg FW_HeadWear_Black02DS.jpg FW_HeadWear_BlueGlow.jpg FW_HeadWear_BlueGlowDS.jpg FW_HeadWear_Copper.jpg FW_HeadWear_CopperDS.jpg FW_HeadWear_DeepBlue.jpg FW_HeadWear_DeepBlueDS.jpg FW_HeadWear_Golden.jpg FW_HeadWear_Golden2.jpg FW_HeadWear_Golden2DS.jpg FW_HeadWear_Golden3.jpg FW_HeadWear_Golden3DS.jpg FW_HeadWear_GoldenDS.jpg FW_HeadWear_Iris.jpg FW_HeadWear_IrisDS.jpg FW_HeadWear_Oceanic.jpg FW_HeadWear_OceanicDS.jpg FW_HeadWear_Rainbow.jpg FW_HeadWear_RainbowDS.jpg FW_Uniform_Abstract.jpg FW_Uniform_AbstractDS.jpg FW_Uniform_Black01.jpg FW_Uniform_Black01DS.jpg FW_Uniform_Black02.jpg FW_Uniform_Black02DS.jpg FW_Uniform_BlueGlow.jpg FW_Uniform_BlueGlowDS.jpg FW_Uniform_Copper.jpg FW_Uniform_CopperDS.jpg FW_Uniform_DeepBlue.jpg FW_Uniform_DeepBlueDS.jpg FW_Uniform_Golden.jpg FW_Uniform_Golden2.jpg FW_Uniform_Golden2DS.jpg FW_Uniform_Golden3.jpg FW_Uniform_Golden3DS.jpg FW_Uniform_GoldenDS.jpg FW_Uniform_Iris.jpg FW_Uniform_IrisDS.jpg FW_Uniform_Oceanic.jpg FW_Uniform_OceanicDS.jpg FW_Uniform_Rainbow.jpg FW_Uniform_RainbowDS.jpg