the difference between the two will generally be one of mesh density rather than mesh structure. In such situations it’s often best to scrap the initial low resolution mesh, instead repurposing a copy of the high to ensure better structural correspondence, i.e. When sculpting a high resolution mesh for normal map generation there’s often a significant enough disparity between high and low versions that it makes the Bake process dissatisfactory. These are then uploaded as layerable items, that is an item with a custom Mesh ID that doesn’t override the default head so it can be worn/used at the same time.Ĭhoosing the correct Starter File depends on what the product is and how its to be used use the Clothing File for items that need to deform across a number of regions controlled by other bones use the Accessory file for items only articulated by the Head. Important: items influenced by two or more bones, but that don’t necessarily replace the head, need to be made using the Clothing Starter File. If the item augments the base head then the Accessory Starter File can be used, the mesh only then needing to move with the head. If the base head is to be replaced entirely then the Clothing Starter File is needed to properly accommodate articulation of the neck (and shoulders where necessary). Product ID: Snowbawl Female (57491690) | Snowbawl Male (57208127).ĭesign note: most meshes that accompany, augment or replace the avatars head can be built using the Accessory Starter File or Clothing Starter File depending on how the product is to be used. Once complete the head is exported to FBX and assembled in IMVU Studio using the normal maps generated using Bake.ĭuration: total c. This is in turn masked to mitigate a border showing around the area. For the head itself, a section is duplicated and detached to create a separate ‘face’ area that can be UV mapped with a higher resolution image. Discussed along the way are some of the consideration and pitfalls that need to be kept in mind as the project changes as it progresses. Included in the process is some basic sculpting using the Sculpting tools to create a high resolution version of the initial mesh so normal maps can be generated using Texture Bake. That means no Second Life, No SIMS, no GTA, just strictly IMVU use only.In this exercise (recorded live so may include off-topic chat) we take a look at making a custom ‘SnowBawl’ head to replace the avatars default. That means you MAY NOT use my kit on any other game besides IMVU. You do not have the rights to sell these files. If anyone else wants the file pack please link them this page. This file is only for YOUR use and your use only. This is an uncontrolled-unrestricted digital product, therefore I do not offer refunds. This kit is a collection of assets used to make Mesh Heads look beautiful. If you are a content creator on IMVU and know how to use GIMP and/or Photoshop this kit is perfect for you. If you are new to image editting programs then this kit may be to complex for you. This Kit is not for people who has never used GIMP or Photoshop before. Please refer to the Youtube video to see a demonstration of what this Kit contains. This file includes many features you can attatch to your own Mesh Head texture. It is by far my favourite file to use when working on Mesh Heads. Hello again everyone! It has been well over a year (technically a year and seven months) since the release of my second Mesh Head kit for IMVU.
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