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Offline Attachment Texturing

Trace Squeegee
Registered User
Join date: 31 Dec 2005
Posts: 4
06-28-2006 22:30
Okay folks, sorry if this may have been covered, but I couldn't find anything helpful with the search function.

I'm looking for any way to design textures for avatar attachments, without having to use a seperate texture for each prim. Most furry AV heads are usually collections of sphere prims, which makes designing a face that will be split over several spheres quite troublesome.

To date I have yet to actually get one right, so I'm looking for 3rd party software or tools which will allow me to make things easier.
I recently ran across a beta version of a script for Maya which reproduces the SL interface and prim building system. This is similar to that Blender script, just for Maya.
I also saw somewhere another script that would project a texture onto a multi-surface model in Maya, then bake it onto each segment. Sorry if I'm not describing that well, so I'll use a URL: http://www.qarl.com/qLab/?p=18

Anyways, what I want to know is if anyone knows if Maya, Blender, or another program can import an object from SL, assemble the individual prims as a single model, then export a UV Wireframe Template for use in Photoshop?
That would be a far easier and faster way to develop an attachment texture than skinning each prim seperately, especially for faces on a head attachment.

Failing this, does anyone know any other tricks to draw an attachment texture as a single photoshop image, then get it into SL correctly?

I'm moving along well in learning how to *build* AVs, but am at a standstill with texturing them. Any help would be appreciated.
Qarl Fizz
Registered User
Join date: 18 Jun 2005
Posts: 12
06-30-2006 08:57
From: Trace Squeegee
Anyways, what I want to know is if anyone knows if Maya, Blender, or another program can import an object from SL, assemble the individual prims as a single model, then export a UV Wireframe Template for use in Photoshop?


yes and no. yes, with maya (and blender too, i'm sure) you can construct a projection system whereby you can paint all your prims with a single texture. but no, you'll need to "bake" that texture into separate files, one for each prim. luckily you can save that for last and only do it once. (the baking process is automatic - but you'll need to drag each new texture onto each prim.)

if you want to get super fancy - you can use my shape-projection node (http://www.qarl.com/qLab/?p=14) to make your painting life extra easy. :)