Goldflash
Civ III Modder, Civ VII Player
I actually would prefer the croquet mallet version for my highly anticipated Croquet mod.
I can make a mallet prop with a simple flamingo texture - pink with white & black beak.There is actually a good argument for using a croquet mallet (instead or also), not the least of which is that it's a clever idea....
It's clear from the photographs that Alice Liddell had dark hair, even as a child. And to quote the original concept for this unit:Doesn't "classic" Alice have fair hair?
As Kate Bush said- "you're all grown up now."We are looking for a matured Alice. one that is no longer naive - but neither should her experiences have deranged her. An Alice comfortable with life down a rabbit hole & competent to deal in looking-glass politics. Think Trinity in a pinafore. ... her hair should be brown & her attitude just a bit darker as well.
I can make a mallet prop with a simple flamingo texture - pink with white & black beak.
Now I need to find a "tapping glass" sound ...
It's clear from the photographs that Alice Liddell had dark hair, even as a child. And to quote the original concept for this unit:As Kate Bush said- "you're all grown up now."
@Plot: I suck at texture maps.... The last time I tried to do something like you described, the lines were all wavy and didn't match up and such... I think the problem is the fact that Poser uses UV mapping, which stretches and distorts the maps and I don't see how anyone can make sense of something like that... Bryce, on the other hand, allows you to use cubic and cylindrical mapping, which WOULD make it easy to just make a large square with alternating black and white bars, which will then be cylindrically mapped around her legs, but in Poser, no dice!
....Not to mention that texture maps hog up memory like you wouldn't believe! My unit rendering speed went up about 500% when I figured that one out!
Of course, if you could tell me how to make sense out of those arcane and inscrutable UV maps, then I'd be willing to give it a go (after all, a texture map uses up less memory than an entire figure, and I'd be able to eliminate at least 1 figure this way)...
It's easy, honestly. How it comes out depends on the model. Just make a large square image of the kind you describe, with alternating bars, and then apply that as a texture to her legs using the grouping tool and the materials room. It might look rubbish but it might work well. I've done lots of effects like this - usually on the clothing figures rather than the character figures directly, but it shouldn't make much difference - have a look at some of those Worker/Settlers I posted and you'll see that lots of them have stripes or checks on their outfits. Those are mostly just square textures with the patterns on, applied directly to them. It sometimes takes a bit of fiddling to get the size of the bars/squares looking right, but that is not hard at all.
...Or a tinkling, shimmery sound.. ...
Balam: That's wonderful news. I'm thinking now that we could use both Alice units - your Alice would be 'good' Alice with the croquet mallet (is it too late to change her hair to Blonde?) and Hikaro's Alice would be 'bad' Alice - closer to the American McGee type with the Vorpal Knife (upgrade with Mental Hospital).....
Yes, I could re-colour her hair, but it would take longer, likely I`d likely not get it done until mid-December or so. Are we talking cartoony blonde (i.e. yellow) or a more natural shade?
Just out of curiousity, how does the Alice mirror act in game? Is it like a capturable unit that can upgrade to real Alice in the scenario? (the tap tap tap Alice wants out line gave it away)![]()