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Alice skin morphs and yly face
Alice skin morphs and yly face





alice skin morphs and yly face

This is useful under attached costume pieces. There is also a tattoo layer which displays just over the avatar “skin”, and an alpha layer that can be designed to selectively make a part of the avatar, including clothing layers, disappear. Each of these clothing layers displays a 512x512 pixel texture, same as skin. There is a default set of system “clothes” for the default avatar, and they can be very useful – undershirt, underpants, socks, gloves, shirt, pants, skirt, jacket and shoes, each of which is painted onto the avatar shape in order (underpant layer can't be stacked on top of pants, for example). If I know a component of the avatar skin will be completely covered, I'll use my own 4x4 blank texture (the smallest allowed in the system) on that component. A smaller texture will also be converted to 512x512 and won't display well. If you use a bigger texture (1024x1024 is the biggest allowed in the system) it may take longer to load and will be converted to 512x512 on the avatar skin. Then I start working on texturing the default avatar pieces that I want visible.Įach component of an avatar's skin – head, torso, hips and legs, eyes, scalp&eyebrows uses a 512x512 pixel image (“texture”), except for eyes, which are 256x256.

alice skin morphs and yly face

Shirt, pant, shoe and skirt layers can be deformed for such things as high heel foot position and bell sleeves, which will affect layers over it – a bell sleeve on the shirt layer will affect the sleeve shape on the Jacket layer, for example. The default avatar also has a “Hair” layer that can morph eyebrows, scalp and (for males) facial hair areas.







Alice skin morphs and yly face