Tattoo question...
|
a lost user
Join date: ?
Posts: ?
|
09-11-2005 12:03
Quick question. I made a tattoo today while learning how to do clothes and the like, and it covers the torso. The only way I saw to make it an actual wearable object was to make it an undershirt. Is that how it's usually done? Or is there a better way that lets you wear both a normal shirt and an undershirt over it?
Or did I just look in the wrong place to add a tattoo?
EDIT: Nevermind, I'm blind XD Found that you can just add tattoos in the skin section of appearance.
Well now I found that out I'm wondering how you'd sell a tattoo, since it's not an object. Which is probably an inappropriate question to ask in this forum, but I might as well make this thread have -some- use. Heh.
|
Namssor Daguerre
Imitates life
Join date: 18 Feb 2004
Posts: 1,423
|
09-11-2005 12:40
You can sell the tattoo as a raw texture, although some like to sell them as underwear outfits so they are more secure from theft, and so they can be tinted any color the customer desires (you can't do that with the Tattoo layer YET). Vote for Prop 14 and all that may change 
|
a lost user
Join date: ?
Posts: ?
|
09-11-2005 13:18
Thanks, as I thought then. I'd probably just sell it as a texture, if people want to be immoral about it they will do it anyway, and I wouldn't want to inconvenience someone buying my products. Seems like a good way to shoot yourself in the foot. On a different wholly unrelated note, if you're texturing something that is a shiny glossy material like PVC or polyesther or something, do you draw shine yourself or do you simply leave that largely to SL's shine effects? I can't really decide on this one. 
|
Julian Fate
80's Pop Star
Join date: 19 Oct 2003
Posts: 1,020
|
09-11-2005 19:13
From: Emma Soyinka If you're texturing something that is a shiny glossy material like PVC or polyesther or something, do you draw shine yourself or do you simply leave that largely to SL's shine effects? In my opinion SL's shiny effect works best for hard flat surfaces, metal and plastic and the like. For fabrics which get their highlights from folds and irregularities, such as leather, satin, PVC, etc, I like to put the shine in the texture itself. It tends to be more realistic and preserves the color as well.
|
Echo Dragonfly
Surely You Jest
Join date: 22 Aug 2004
Posts: 325
|
09-11-2005 19:53
Some custom skins do not allow adding tattoos, I sell all of mine as a boxed set, shirts & undershirts for the upper body, or pants and underpants for the lower body. This allows the customer have the best option, depending on the type of outer clothing they are wearing. It really doesn't take much extra time to make and box them. 
_____________________
Creativity represents a miraculous coming together of the uninhibited energy of the child with its apparent opposite and enemy, the sense of order imposed on the disciplined adult intelligence. Norman Podhoretz ...................... If quizzes are quizzical, what are tests?  ............................ Do illiterate people get the full effect of Alphabet Soup? 
|
a lost user
Join date: ?
Posts: ?
|
09-11-2005 20:33
From: Julian Fate In my opinion SL's shiny effect works best for hard flat surfaces, metal and plastic and the like. For fabrics which get their highlights from folds and irregularities, such as leather, satin, PVC, etc, I like to put the shine in the texture itself. It tends to be more realistic and preserves the color as well. Well this is what I'm working on. I'm not sure I got the shine right though, maybe I need to funk around with the levels, or throw a few filters over it. This is pretty rough without any postprocessing but -any- tips that would make it look well... more glossy/shiny without yanno, redrawing it all, would be greatly appreciated. 
|
Lora Morgan
Puts the "eek" in "geek"
Join date: 19 Mar 2004
Posts: 779
|
09-12-2005 05:23
Looks great Emma! You'll have few problems being a successful designer with quality like that.
Also keep in mind the wrinkle sliders don't do much good because a lot of people have the avatar bump mapping option turned off (it's off by default). But it looks like you're doing wrinkles in PS anyway.
Rock on!
|
Ben Bacon
Registered User
Join date: 14 Jul 2005
Posts: 809
|
09-12-2005 05:32
Wow! awesome work. I'm no expert, but I would consider darkening it a little and adding some reflection. I have seen some non-SL work where people have taken some arbitrary photo (trees by a lake under a cloudy sky, for example), blurred it, morphed it, desaturated it, until you really can't recognise more than indisitinct blobs, and then applied that (with fairly low opacity) to a rendered latex or vinyl or hard-shiny surface. This fake reflection can really add to the realism of shiny materials.
|
a lost user
Join date: ?
Posts: ?
|
09-12-2005 08:03
Thanks for the compliments  After you stare at something like that for 5 hours straight you lose all eye for the whole of it and how it actual looks, all you see anymore is gobs of colors, so I'm glad people are approving of it. ^^; Also, that is a very good idea about those random specs of light for postprocessing, I will -definately- keep that in mind!
|
Julian Fate
80's Pop Star
Join date: 19 Oct 2003
Posts: 1,020
|
09-12-2005 11:50
Nice work, Emma. Since you are making clothing it brings up the point that SL can't apply shiny to clothes, only to objects, although if you build clothing out of prims and attach them then they can be shiny. So normally your only option for clothing is to put the shine in the texture, and it looks like you can handle that.  You might try fiddling with the levels a little so that there is a little less shine in the upper half. As a rough rule of thumb, larger flatter areas will have less intense highlights. Looks good!
|
a lost user
Join date: ?
Posts: ?
|
09-12-2005 14:20
From: Julian Fate Nice work, Emma. Since you are making clothing it brings up the point that SL can't apply shiny to clothes, only to objects, although if you build clothing out of prims and attach them then they can be shiny. So normally your only option for clothing is to put the shine in the texture, and it looks like you can handle that.  You might try fiddling with the levels a little so that there is a little less shine in the upper half. As a rough rule of thumb, larger flatter areas will have less intense highlights. Looks good! I didn't know that yet, thanks for the pointer. I did intend to fiddle with levels before uploading, and actually did, heh, as below. I couldn't get the sleeves right with the wrinkles and everything because arms can be in any position. I couldn't find any decent way to do it and after hours of screaming and pulling my hair out the below are the results: Plain JacketTinted JacketIt's not done yet, I just wanted to see how it would look once in game. If anyone has any ideas on the sleeves, or thinks they're fine as they are, I'd be glad to know. Now I just need to add more so it becomes an actual trenchcoat instead of an abruptly cut off jacket. More work tomorrow, I need a freaking break. X_x
|