Click around on the Mapping Parameters like Planar, Cylindrical or Box to see how that effects the Mapping gizmo that is now displayed on your mesh. If you are building a body part that is meant to work seamlessly with the rest of products in the IMVU catalog, please remember to use the texture mapping already embedded in the meshes supplied in the master weighting files.
As mentioned above, IMVU users expect their skin texture products to work perfectly across all clothing meshes. When their skin texture products do not work perfectly, they get upset, leave bad reviews and spread the word that your products are unreliable.
So, please err on the side of delighting your customers and use the texture mapping IMVU has already lovingly built for you. When this texture is applied to the avatar body in MAX, the horizontal and vertical lines are drawn as near straight as possible. This should allow you to more easily see how the skin on your new meshes is mapped and, more importantly, whether or not it matches what is on the master meshes.
When you have arrived at the base Mapping modifications that you are happy with, it is time to dig into the details. Click the Unwrap UVWs button. Click that button. Just select points or groups of points and move them around as you like.
You can zoom in as close as you like to make sure the textures line up right. I typically have the Edit UVWs window options customized to allow me to see the adjustments I make in real time on the mesh. SUPER handy. Below is a shot of all of my unwrap settings. Please note, IMVU supplies you with a perfectly working sub-material to use with your body parts.
This sub-material contains skin, eyes, and eyebrows already set up for you. Although you may create your own multi-subs for your head, IMVU recommends you use the embedded ones for your first pass at head building. Texture mapping in any 3D program is an art all its own. However, there are a few IMVU specific things that you ought to know before you can export.
First up, when you are ready to export, you are meant to have only one 1 material that is a multi-sub material. Within the multi-sub material, you may have as many material ids as you like. If you are using MAX, you may only have one material on your model. If you are using another 3D program, it is likely that you will have to have separate top level materials. This may result in your needing to have more meshes than described in this document.
When creating your materials for IMVU products, you must follow a simple numerical naming convention in order for your textures to show up in the previewer. Each material name must contain a bracketed number at the end of the name. For example:. The number contained in the brackets is always one number less than the material index in MAX. If the index is 6, the convention is [5]. If the material is 10, the convention is [9] and so on.
It is actually pretty easy once you know what to do. Very easy. Another thing to consider when naming your sub-materials is that they need to be consecutively numbered. You cannot have four sub-materials number [0], [2], [7], [22]. So if you ever wondered why you cant make it look good, here is why. A must read for all wanting to make skins.
The files will be zipped so you will need to extract them before using. How it Works! Happy Skin making!!! Male Head Same issue with the lips plus this ones necks are mapped differently to boot!
Jumbo Skin Maps! Female Skin Male Skin New!!! Hair Base Map The hair base has got to have one of the worst UV unwrapping jobs for retexturing on the avatar, its a hot mess. Downloadable premade templates. Male 00 10 20 30 40 50 60 70 80 90 Female 00 10 20 30 40 50 60 70 80 90 Sign In With Twitter.
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