Dalriada MacKay
Registered User
Join date: 15 Oct 2008
Posts: 14
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10-18-2008 13:31
Hi, I am new to SL and want to make pants with the templates I downloaded from Chip Midnight. I read all about alpha channels and other tutorials about making clothes. Now I have a problem I can find the answer to:
I made jeans that are a bit lower cut then the template. How do I get rid of the part above the pants? Right now they are showing either the grid of the template or it's white. Do i have to fill the "feet part" too?
I tried making an alpha channel, but somehow my Photoshop 7.0 doesn't allow to save a tga with alpha channel. Is there a simple way to solve this?
Dalriada
PS: I'd also like to know how people make their pants look wide at the bottom. The templates and the previewer only show the pants in a very tight way. In the marketplace I see loads of pants with flares.
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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10-18-2008 14:03
Hmmmm.... A multi-part question, so here's a multipart answer that I'm sure others will append to..... First, I know you didn't ask, but you might as well know that Photoshop 7.0 was created with a design flaw. There's a plugin that you should download from Adobe to make your version of Photoshop handle TGA files the same way all versions before and after 7.0 did. The problem you are having with the texture above the waistband not behaving is almost certainly related to that flaw in 7.0, unless you messed up while making the alpha channel image. To check, go to the Layers/Channels/Paths palette and open the Channels tab. Activate the Alpha channel by clicking on its thumbnail icon and deactivate the RGB channels. You will then be looking at the alpha channel image itself. Any place that looks white will be opaque in the final texture you upload to SL. Anything that's black will be transparent. If your image doesn't look right, then you screwed up and need to redo it. If it does, chances are it's 7.0 that's got you messed up. No, you don't have to fill the feet, if I understand what you mean. Just be sure that the "feet" area in the alpha channl image is black. If it is, then the feet will not show up in your final product. Flared pant legs -- your last question -- are created in world. When you apply your uploaded texture to a pair of "new pants" while you are in Appearance mode, you will have a mess of slider options to play with. One of them controls the flare of the pants cuffs. Good luck. This is a fine first project. 
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Rhaorth Antonelli
Registered User
Join date: 15 Apr 2006
Posts: 7,425
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10-19-2008 17:32
you can make it even simplier by saving it as a png file, which will save it with what ever transparencies you have when you save it
so in other words, remove all the layers except the ones you want to use for the pants, then save it as a png
as for the flare, that is done in world, in the appearance menu (or with sculpted prims with the same texture as the pants applied to it)
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Dalriada MacKay
Registered User
Join date: 15 Oct 2008
Posts: 14
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10-21-2008 10:35
That is great. Thank you for the info on PS 7.0 Rolig, I really had no clue about that. As I heard somewhere about png I did a try for that already and it worked. Thank you for pointing me to that Rhaorth.
Now I have uploaded a texture, can put it on and adjust it in apearance. I am not sure how to make this into an item I can give away or sell though. Any suggestions?
Dal
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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10-21-2008 11:54
Since you've already made the new clothing item, you obviously have it in your inventory. Everything from this point on is packaging and marketing. First, be sure to set the permissions on the item the way you want them, so that the next owner is/isn't able to Mod/Copy/Transfer the item the way you intend. The simplest thing to do next is to make a prim box (any shape will do) and drag your item into its contents. Put a nice texture on the outside of the box to give folks an idea of what's inside -- a picture of the item is a good idea -- and then set the sale parameters for the box. Do that on the "General" tab when you are in Edit mode. Check the For Sale box and set a price, then indicate whether you are selling the box as a one-of-a kind item, or are selling a copy of the box, or are selling only its contents. Finally, use the drop-down menu to select either "buy" or "Pay" when somebody touches the box. There are many variations on this basic idea. You can get inspiration by wandering around SL to see how other people package and sell things. You can sell a prim object, for example, by setting the sale parameters of the object itself -- no need to put it in a separate box. Or you can sell a whole mess of objects as an outfit by putting them all in a box, along with a friendly notecard, an LM to your place of business, and a picture of you wearing the lovely outfit. The possibilities are limitless.
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Dalriada MacKay
Registered User
Join date: 15 Oct 2008
Posts: 14
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10-26-2008 04:45
Thank you Rolig! It's all still a bit complicated, but I'll get there now  . Dalriada
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