![]() ![]() ![]() 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.Īs mentioned above, IMVU users expect their skin texture products to work perfectly across all clothing meshes. That is handled with some sort of ‘Mapping’ tool. However, the Material does not dictate how that texture is applied to a mesh. Rather, you have to specifically choose things like ‘two-sided’ in the Material properties in the Previewer.Īs mentioned above, each Material contains a texture. What is the name of the material? What texture is contained? Are there multiple textures (in the case of an opacity map)? What material ID is that texture supposed to be applied to? Is any ambient lighting applied to the material? Is the material two sided (ie – can it be seen when viewing both sides of a polygon)? Several of the bits of Material data that are useful in 3DS MAX do not translate directly into the Previewer. The particular data contained in a Material all revolve around a texture. In 3D, a ‘Material’ is essentially just a collection of data. This tutorial *also* assume that you have read the Introduction to Avatar Body Parts and the Mapping Materials Tutorial. This tutorial also assumes that you have already selected the male head mesh, applied the Physique modifier and Initialized it. It also assumes that you are using the files found in either the Male03 _Anime01 _WeightingPoseMASTER.max that is found in Female Weighting File or the Male03 _Anime01 _WeightingPoseMASTER.max that is found in Male Weighting File This tutorial assumes that you are using 3D Studio MAX. ![]()
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