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avatars:avatar_design_background [2024/11/29 14:37] – [Skin] kaahupahau | avatars:avatar_design_background [2024/11/29 15:12] (current) – [Conclusion and Consequences] kaahupahau | ||
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Key aspects of the Skin included: | Key aspects of the Skin included: | ||
- | * Surface Texture: The skin determined the visual appearance of the avatar' | + | * Surface |
* Facial Features: It included painted-on elements such as eyebrows, lip color, and eye shading. | * Facial Features: It included painted-on elements such as eyebrows, lip color, and eye shading. | ||
* Detailing and Realism: Skin textures provided shading, highlights, and contours that simulated realistic human (or non-human) appearances. | * Detailing and Realism: Skin textures provided shading, highlights, and contours that simulated realistic human (or non-human) appearances. | ||
Line 44: | Line 44: | ||
For example: | For example: | ||
- | * A tall, muscular Shape could be paired with a reptilian | + | * A tall, muscular Shape could be paired with a green Skin for a reptilian-like appearance. |
* A petite, slender Shape combined with a freckled Skin might create a youthful human character. | * A petite, slender Shape combined with a freckled Skin might create a youthful human character. | ||
+ | * By using a buff shape and adding suitable textures to the three regions of the tattoo-layer of a green Skin, a scarred orc with tattoos can be created. | ||
Together, they form the foundation of an avatar' | Together, they form the foundation of an avatar' | ||
All components designed to match the default avatars design principles, i.e. are designed as textures to be applied to system default components, have the advantage of being automatically rigged and conforming perfectly to the system default avatars motions. | All components designed to match the default avatars design principles, i.e. are designed as textures to be applied to system default components, have the advantage of being automatically rigged and conforming perfectly to the system default avatars motions. | ||
+ | |||
+ | ===== Conclusion and Consequences ===== | ||
+ | |||
+ | * Whilst there exist " | ||
+ | * Separate textures for the tattoo-layer are needed as soon as the skin should be anything other than unicolor. | ||
+ | * Textures deviating from the reference UV maps for the Skin items tattoo layer in layout will not be properly displayed on the resulting avatar, once a Shape item is applied to create a visible avatar. | ||
+ | * Creating a body, or using anything other than the reference UV Maps, requires to not only rig the newly created body the the skeletal model, it also requires either creating anew or re-rigging | ||
+ | * eyes, | ||
+ | * hair, | ||
+ | * pants, | ||
+ | * socks, | ||
+ | * shoes, | ||
+ | * trousers, | ||
+ | * skirts, | ||
+ | * glasses, | ||
+ | * hats, | ||
+ | * shirts, ... | ||
+ | * ... as the avatar would not be compatible with any of the existing components. | ||
+ | |||
+ | |||
Last modified: le 2024/11/29 14:37