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In addition, I've put colored Match Lines on the arms and shoulders, since those are the areas that are frequently hardest to match, so you can see exactly which polygon edges meet up across the front and back of the maps. I've added colored horizontal stripes and black vertical stripes to make it simpler to tell which row of polys are which. They also have large Matching Outlines, in different colors, so you can easily tell which parts of the map meet the others on the Avatar. These have the non-subdivided polygons in different colors for each map, so you can tell at a glance which portion of the map you are working on. Then I added some things in Adobe Illustrator to get maps that are much easier for me to work with. I took the models, subdivided them in LightWave, and used the tools there to make Vector UV Maps for all the parts. However, without meaning to denigrate them, they still weren't really what I wanted, so I made my own. The original idea to subdivide the Avatar models came from Chip Midnight's excellent templates. They aren't set up for accurate matching across the UV Seams, and it's difficult to "find your place" when working with them. However, I've found that the "templates" leave several things to be desired. Linden Lab has provided us with Templates and Models to help us make Skins and Clothing for our Avatars. Unless you did that to print, the page is more fun if you turn it on.






Belleza jake dev kit download