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Men's Chest hair

Mark Skye
Registered User
Join date: 16 Dec 2004
Posts: 28
01-11-2005 09:55
Greetings! Just curious if anyone just makes body hair tattoos instead of full skins. I would love to have chest hair on my AV but dont want all the other parts you find with skins. I have attempted to make my own, alas not good. Any help with making realistic chest hair would be appreciated also. I use Paint Shop Professional ver, 8.
HoseQueen McLean
curiouser & curiouser
Join date: 23 Apr 2004
Posts: 918
01-11-2005 10:01
Aces Spade makes body hair and nipples :)

Her store is called Aces High, in Sistiana.
Namssor Daguerre
Imitates life
Join date: 18 Feb 2004
Posts: 1,423
01-13-2005 11:23
I can give you some hints for creating realistic chest hair with a transparent background. The simplest way, but most time consuming is to draw the hair in over a flesh colored map of the upper body template on a transparent layer. If you don't have the skills to pull this off then you will need a photosample to work with. I use PS, but you should be able to translate MOST of the following steps into PSP easily.

1 ) You must have a good 1024 x 1024 resolution image source that maps to the upper body template to start your work with. Copy, resize, and import the upperbody_color.tga file from the SL character folder into this image if you don't already have one that shows you the nipple coordinates.

2) Use the nipple image to giude you in sampling out the hair texture covering the nipples if there is any.

3) Copy and convert the skin/hair image to a black and white inverse on a new layer. Run a level adjustment on it to bring the skin areas as close to black as possible without losing the detail in the hair (tricky unless the original image is high contrast), which is now your lightest area of the image.

4) Use a color sampling tool like the eyedropper to locate a skin area that is pure black

5) Use a magic wand type tool set at it's lowest sensitivity (0 with no antialiasing). Select the back area that you located with the eydropper and see what your selection grabs. If the selection grabs some, but not much of the backround surrounding the hair, you will need to go back and refine the level adjustment to a slightly darker setting. If the selection grabs a significant portion of the background surrounding the hair, then grow your selection by an increment of 1 (this may or may not be a feature avalable in PSP). Continue to grow (ctrl G in PS on PC systems) the selection until almost all the black background is captured by the selection

6) Feather the selection slightly (1-2 pixels) and fill this selected area with black. This completes the B&W image refinement stage and readies it up for placement on an alpha channel. Copy and paste this B&W image into an alpha channel.

7) Fill a new or unused background layer with a color that reperesents a good neutral flesh color. Create a new layer and use the new (hair) alpha channel to create a new selection over it.

8) Fill your new selection with pure back and see what kind of results you get. In most cases the result will be thick dark hair texture, harsh and too high contrast for a realistic look, but the hair texture will be detailed and a pure color.

9) from this point on it is merely a matter for reducing the texture coverage through opacity adjustment. The Minimize filter coupled with the Undo/Fade Undo option in PS works well for this. Another way to achieve these results is to copy your new hair image again, select the inverse of your alpha, grow and feather your selection, then cut the captured pixels away. You may then adjust the opacity of both images till you get the desired results, then merge them back together to fuse them as a single layer.

10) You will want to preserve the final results in a new alpha channel so you may call the selection up at any time you need it. Clean your image up of any unneccessary layers, save a master file and save out a 32 bit TGA file at 512x512 for import into SL, and test it on your Avie. You can use my FULL SIZE AVIE preview post here...

/109/b0/21673/1.html

...if you don't want to pay L$10 each time you test the texture.
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