Let’s Try Fishnet Stockings Tests!
Textured Object With Shrinkwrap and Projected Texture
At first, I couldn’t figure out texturing, so I created a copy of her mesh from the legs down, shrunk it, UV unwrapped it, applied the fishnet texture to it, shrink-wrapped it to her body, projected it back onto the outside of her.
But the fishnet texture would disappear into her body sometimes. Subdivided it quite a lot, but still had to set it 2-3mm above her skin.
You can already see it in this render, to the left, which isn’t terribly high-resolution. If you get closer, it gets way more obvious and terrible.
It has other disadvantages as well. When other parts of her mesh get too close to the fishnets, they fly off her legs and onto that part of her. Most of the time it’s not super-obvious, but manifests itself in renders like this one, to the right, where there’s a missing chunk of fishnets where they should be.
They’re not missing, they just flew off onto the other leg.
Same old poses and props from earlier renders, but new lighting setup and fishnets should add enough variance to keep you entertained.
Unfortunately, although I could understand this method, it was just not working, so I started playing with texturing.
Fishnets with Textures
I UV-unwwrapped her, made a special “fishnet” UV unwrapping where I sized her legs, butt, and genitals, and rotated them specially so that they would have fishnet pattern that’s roughly the right size. This has some disadvantages as well.
First, I have to make an entire copy of her skin texture just to add one node grouping for the fishnets on top of it, so that I can then apply that texture to a vertex group on her body.
This probably only takes up 30-40k in the .blend, but it also means if I decide to change her freckles or basic skin shader, I have to do it in two places if I want the under-fishnets skin to match the rest of her body1.
I can’t figure out if I can either have a single vertex group have two different materials applied to it (seems unlikely) or if I can have a particular set of nodes in the material itself only apply to one vertex group, while other nodes apply to other vertex groups (or all vertexes - either way, I can’t find out how to do this, if it’s even possible).
This works well enough as long as you don’t zoom in on her genitals and notice the jewels are on top of the fishnets, and that the fishnets go right into her butt instead of spanning her butt cheeks. See my earlier post where I pondered making her belt a texture, but eventually settled on an actual mesh object.
So long-term, I think the fishnets need to be a separate mesh with a transparency and texture applied, but I need some way to enforce that no part of that mesh can ever be inside her body mesh, including faces far from vertexes. I suppose enough subdivision, and I can ensure that, but my CPU screams for mercy.
For the purposes of the Umbrella Girl photo shoot, textured fishnets will work; the story will be the fishnets were bodypainted onto her, rather than something she is wearing.
Next up, I need to model something at the seams of the texture. Unsure what to put there. Ideas?
Also, I might just leave the fishnets alone for a while to play with hair. The hair is really bothering me lately. It needs help. Much help.
Here. Take my creative detritus, and laugh amongst yourselves!
Why does this remind me a little bit of Germany?
Let’s go internet-search this.
- This appears to be not the case. The nodes are somehow shared between the two shaders. Two complex material setups are 90% identical, but with the “fishnet portion” added to one of them. All those other nodes? When I change them in one, they change in the other, too. This is unexpected behaviour. Super useful in this case, but potentially confusing. Hopefully I’ll remember this is how it works for the future. [return]