Introduction & Getting Began – Second Life Clothes
Getting began with clothing creation in Second Life primarily means familiarizing yourself with UV maps. UV maps are the two dimensional templates that you’re employed with in your graphics program to create clothing. You’ll find yourself spending quite a bit time with them. The knowledge below will help you prepare the maps in your use, and it’ll present some useful background information. (The little diamonds in the text are the individual steps that you could take. They’re there to make things readable without spreading textual content everywhere in the web page.)
Be aware: the following information applies to all graphics packages as long as your graphics program permits you to create layers – which almost all do including the free GIMP program.
Step 1: Get Those UV Maps
♦ Download the UV maps. You will get the maps directly from Second Life, but Robin Wooden has added some enhancements which make them easier to make use of. Extra about Robin right here. Here’s download link for Robin’s maps: UV Maps
♦ Stroll over to my retailer in Second Life and choose up the following free bundle: Free Instruments for Making Your personal Clothing – UV Map t shirt captain america 01 Package deal. To go to my store, begin Second Life and click on the following hyperlink: Chimera’s Store. The UV Map Bundle includes eight ready-made UV Map outfits on your avatar. You can make these yourself, in fact, however this will prevent a few Lindens in add fees. I’ve also included the illustration (discovered decrease on this web page) which identifies clothes seam areas in a bit higher decision. The larger measurement is perhaps useful.
I solely ask for one small favor. While you’re at my retailer, I can be grateful in the event you added the store to your “Picks.” (If you’ve never added a store to your picks, here the way to do it in two illustrations: Adding a Choose )
Step 2 : Background
You’ll need to make a pair additions to the UV maps. Particularly, I extremely recommend that you simply label the highest and Backside UV Maps with “Front” and “Back.” And it doesn’t harm to label the arms and toes as nicely. You’ll see the place the labels ought to go by looking on the illustrations below. I don’t what number of instances when I was working and that i acquired the entrance and back combined up, often on bottom half. I’ve even blended up the top half. It occurs. Imagine me. You begin working away, and also you get so absorbed within the mission that abruptly everything is turned around. Do the following and you’ll by no means have these problems.
Step 2: Top Half Additions.
The illustration to the right reveals the highest half of the avatar. ♦ Open it in your graphics program. The file name is “SL Avatar Prime Layers.psd” ♦ Add a layer at the highest of layer record and type in “Front”, “Back” ,”Upper,” and “Lower” as proven.
♦ Then create another layer at the highest, and utilizing a 1 crimson pixel line draw right down the center of the “Front” and “Back.” You an use the UV traces to verify it is exactly within the middle. You’ll discover mid-point line useful as effectively.
♦ Finally, on the very bottom of your layers listing, create a new layer and fill it with white. When you do, you’ll see that UV traces are a lot simpler to see. ♦ Create one more layer and fill it with black. Then turn the black layer off. You won’t use the black much, but at instances when working with gentle colored items, it is available in useful.
♦ Now put it aside beneath a special file identify in graphics program native format (one thing like “UVMapTOP”). ♦ Reserve it as soon as extra below a second file identify, once more in your graphics program native format (one thing like “UVMapTOP2”).
Whenever you start a new undertaking, you’ll open up the “UVMapTOP” file. The very first thing that you’ll do is to immediately Save beneath the identify of the undertaking you’re working. That method your original beginning file just isn’t touched, and you’ll have it for the subsequent undertaking. If occur to accidentally save with the identical unique file name, you continue to have the second file as a back-up. And also you even have the unique.
And, yes, there different ways of doing this. This method has worked well for me, however in the event you comfy with one other system, by all means, go for it!
Step three: Backside Half
Here’s the underside half. It’s file title is “SL Avatar Backside Layers.psd.”
Do the identical thing as above, open the file. ♦ Add a layer at the highest of layer list and kind in “Front”, “Back” ,”Bottom,” and “Top of Foot” as proven.
♦ Then create another layer at the top, and utilizing a 1 pink pixel line draw right down the middle of the “Front” and “Back.” You an use the UV lines to verify it is exactly in the center.
♦ On the very bottom of your layers list, create a new layer and fill it with white. ♦ Create yet another layer and fill it with black. Then turn the black layer off.
♦ Now reserve it underneath a special file title in graphics program native format (something like “UVMapBOTTOM”). ♦ Put it aside once more below a second file name, again in your graphics program native format (something like “UVMapBOTTOM2”).
That’s it. You possibly can add the midpoint line to the pinnacle UV Map, however I wouldn’t worry about till you’re employed on skins.
Background: Understanding the UV Maps
Earlier than beginning on a clothing venture, take a few moments to know how the two dimensional UV Maps wrap around the three dimensional form of an avatar. Let’s look once more at the top and backside UV Maps:
Now let’s look at the UV maps wrapped across the avatar. Here I am… all dressed up in an outfit made from AV maps:
How did I get this fashion By operating by way of a fundamental procedure that’s followed any time you create clothing in Second Life. Briefly, you download the texture files (the clothing information that might be applied to the avatar) and you employ the “Appearance” dialog field to position the texture on the avatar. That is defined in additional detail here: Adding Your personal Clothes to An Avatar. Should you haven’t done this earlier than, be certain read it earlier than persevering with.
Take one other look at the UV maps:
In case you examine the UV maps (above) with my dressed-up avatar, you’ll see where the clothes texture seams are located
Look on the facet view of my avatar. You’ll see a blue stripe running down from beneath the armpit all the way down the leg. In case you look at the UV maps, you’ll see the same blue stripe on the inside edges of the “Top” UV Map and on the surface edges of the “Bottom” UV Map. The seams are the place the UV map wraps around and sides join. Wonderful! Understanding where seams lie may be very, very helpful.
By the way. Did you notice that entrance and again are oriented in a different way on the “Top” and “Bottom” UV maps That’s why I recommend adding the words “Back” and “Front” on your UV maps. It really helps to maintain you sorted out. There’s one other factor that actually helps. That is the sting coloring that Robin Wood has added the UV maps. The sting coloring is invaluable when you are attempting to track down misaligned parts.
Look once more at the illustration to the left. You’ll also see where the upper and lower components of the arm connects (the orange stripe is the internal arm seam). You may also see the place the arm connects to the rest of the higher body (also orange). Take a look on the “Top” UV Map simply above and you’ll see the orange stripes. The arm seams and all of the opposite seams are colour coded that can assist you. At instances when I’m working on clothes, I’ll make sure that I’ve the colours showing when i importing a file to test it out in Second Life. That means, if I’ve seam matching problems, I’ll be in a position use the colours to determine where the problem lies on my clothing texture.
Let me show you:
One of the abilities of constructing clothing in Second Life is making sure the seams match in colour. You may see that in the two samples, above. Each are aspect-view pictures of jeans worn on an avatar. In the primary, the seams mix nicely with no noticeable distinction. Within the second, the seam line could be very obvious. I’ll speak concerning the techniques used to match seams in a later tutorial.
Up to now we’ve talked about shirt and pant layer, however the avatar in second life has various layers. These include: 1) undershirt layer, 2) underpants layer 3) skirt layer, four) jacket layer, 5) sock layer 6) shoe layer and 7) tattoo layer. With the latest Second Life viewers, you may have up to 5 sub-layers of every of those fundamental layers. There may be a new alpha layer too however we won’t fear about that proper now.
Undershirt and underpants use the identical UVMapTOP and UVMapBOTTOM as shirts and pants. If you know how to use the UV maps to make a shirt and pants, then you understand how to use them to make underpants and an undershirt.
Jackets or un-tucked shirts, use the UVMapTOP and the upper part of the UVMapBOTTOM. My avatar (on the left) is wearing the top and upper bottom maps. If you have a look at “Jacket” tab within the “Appearance” dialog box in Second Life, you’ll see a window for the upper and lower fabric.
The jacket layer can be helpful for untucked shirts – or shirts that you really want to increase under the waist. In case you have any clothes elements, like a zipper or button placard that extends beneath top layer and into to the underside layer, you’ll need to look fastidiously at lines on the UV map line and make sure the two are aligned as proven within the illustration below:
The sock and shoe layer use the lower components of the UVMapBOTTOM:
You may make socks any length, from ankle to higher thigh. Any part of the UV Map that you simply don’t want, you would make clear. If you’re making crew socks, for example, you would possibly the area from the first orange stripe to the very top transparent. We’ll talk about transparencies in one other tutorial, however clear means that there’s nothing there: there’s no background white or otherwise. If there’s no background, then the avatar’s legs will show by in that space — and within the case of crew socks, that’s what you need.
If you make socks, it is useful to look closely on the foot space. There’s a lot occurring in that area, and t shirt captain america 01 it may be very tricky getting sock elements positioned accurately. Beneath and to the left you’ll see the flat UV map, then the side view of foot and the bottom of the foot sporting the map.
The foot space is fascinating. For those who look on the facet view of the UV map worn on my foot (above), you’ll see an orange stripe and, then beneath that, a violet stripe. The orange is found on the UVMapBOTTOM. It’s the lowest part of Men’s Beyond Gotham Cotton Long Sleeve T-Shirt the leg. The violet stripe comes from the foot map. Look on the UV Map of the “Top of the Foot” (above). The violet stripe is the little oval in the midst of the map. You’ll be able to see that that violet stripe actually will get stretched out when it’s worn on the avatar, and due to that, any design components in that space will get distorted. Realizing that, designers typically keep things simple in that area.
Make certain to select up the free ready-to-wear UV Maps at my store, have your avatar put on them, and spend a little time evaluating the avatar with the UV maps in your graphic program. Understanding how the UV Maps match on an avatar is invaluable data that may enable you make higher clothing.