
Where do i find the 512 and 1024 free CMFF body template textures INSIDE SL?
Thanks and CONGRATS!!!
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Caf Binder
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Join date: 14 Nov 2007
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06-09-2008 19:27
I think many may have talked about but I cant find it anywhere. Incredible!
![]() Where do i find the 512 and 1024 free CMFF body template textures INSIDE SL? Thanks and CONGRATS!!! ( ![]() |
AngelEyes Lewis
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Join date: 18 Oct 2005
Posts: 49
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07-21-2008 00:21
Okay it might just be that its late for me, or even that my RL work is working me too much...
But have the boy's templates vanished? I checked the temps here and couldn't find the mens, and SL's website doesn't offer the regular male templates either. I am blond...so i may just be missing them. Thanks for the help!!! ![]() _____________________
http://slurl.com/secondlife/Jamaica/74/129/30
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Chip Midnight
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07-22-2008 09:53
have the boy's templates vanished? I checked the temps here and couldn't find the mens Both the male and female avatars are actually the same mesh with the same UV mapping so there's only one set of templates. _____________________
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Zee Pixel
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Join date: 14 Feb 2006
Posts: 99
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07-23-2008 18:57
you can get the templates now from here though:
http://www.ccccybernetics.com/avatar_databank/ These aren't color tinted like Chip's and Robin's (although if I can find the time I hope to add that as well), but atleast they are the correct UVs. Cheers! |
Donatella Diesel
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Join date: 25 Aug 2008
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help me out please
08-25-2008 14:13
I am new to this, Can anyone help me out and tell me how to Create an avatar??
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Chip Midnight
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08-25-2008 18:10
Hello Donatella
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LillyFlower Baxton
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Join date: 25 Aug 2008
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help!!!
08-25-2008 18:39
I am new and I was wondering if someone could please show me around?
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Chip Midnight
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08-25-2008 18:52
Lillyflower, try asking in the Resident Answers section of the forum and you're sure to get plenty of offers. Not many are likely to see your post in this thread.
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Monique Binstok
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Join date: 5 May 2008
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08-26-2008 10:04
Even with your beautifully designed templates, one area I always have trouble with is in the crotch of underwear or skin fitting clothing. High up on the inseam where the left and right leg join at the very center of the crotch, I always get some unintentional color bleeding on the inner thighs.
Is this some kind of quirk in the manner that SL applies textures to that part of the mesh or am I just not figuring out which UV’s to use? |
Chip Midnight
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08-26-2008 12:28
There's a row of polygons on the upper inner thigh that only receives about two pixels of texture but stretches to many times its normal size when the leg moves. In order to avoid getting the color bleed you pretty much have to avoid those polygons entirely. That leaves a stripe about 1-2 pixels wide you can safely use. The best way to determine what polys to avoid is by wearing the template as a skin and examining it. Where the template grid is blurred beyond recognition you know those are polys receiving very little texture and that are subject to a lot of stretch.
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Monique Binstok
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08-26-2008 13:15
Thanks for the response I'll give that a try.
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Clarissa Lowell
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09-30-2008 23:51
I don't suppose someone could make a template that shows exactly where to place panties/bikini bottoms/shorts/men's underwear, (maybe one for each or almost for each?) so as to avoid that color smear problem?
That would be GREAT. Sort of fill in the lines ![]() |
Chip Midnight
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10-01-2008 09:05
I think there are some underwear templates floating around but I don't know where. A handy way to make your own is to wear the templates as a skin. Take screenshots from multiple angles and then draw your bikini line directly on your snapshots. Use that as a reference to recreate the line on the flat template by paying close attention to where your bikini line intersects the template grid lines. Also pay attention to where the grid looks blurry or smeared in your screenshots. That indicates areas of bad stretch and insufficient texture resolution on certain polys.
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Harpfairy Kas
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Join date: 8 May 2008
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10-07-2008 08:39
Thanks Chip!
Wearing that template has REALLY helped! But hey, is there a male upper body template? I have the topography ones and must admit I don't really know what to do with them. LOL! Thanks so much! |
Chip Midnight
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10-07-2008 08:50
There's really only one avatar mesh and one UV mapping. The default male and female shapes are just morphs of the same mesh. That's why there's only one set of templates. The topography guides are intended to represent the av shape relative to the UV mapping so they do have male and female versions. They're just meant as a visual aid to help you understand how the templates relate to the default shapes.
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Harpfairy Kas
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Join date: 8 May 2008
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10-14-2008 06:23
Thanks Chip!
I was away for a funeral so haven't had a chance to get back here for a while. I love your templates. Thanks so much for doing them for us. |
Tanzie Marjeta
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Join date: 25 Jun 2008
Posts: 1
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???
10-14-2008 18:51
What do we exactly do with the templates to make the skin we want. Are there any websites that tell us what to do and how do deal with our finished product.
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Chip Midnight
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10-14-2008 22:50
What do we exactly do with the templates to make the skin we want. Are there any websites that tell us what to do and how do deal with our finished product. Have a look at this thread, Tanzie: /109/ef/286583/1.html Also look through the other sticky thread of links at the top of this forum section, and through the links included in the first post of this thread. There's lots of information out there. ![]() _____________________
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Aleric Inglewood
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Join date: 28 Oct 2008
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12-02-2008 07:07
Heya Chip. Thanks for making this available.
I have a question though: why does the mesh in the template not match the actual wire frame of the avatar? If LL changed their mesh, then are you planning to update the templates? |
Chip Midnight
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12-02-2008 20:59
They do actually match the wireframe, but the mesh is subdivided to give you more seam match points to work with. The darkest lines of the grid pattern on the template correspond to the polygon edges of the mesh.
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Aleric Inglewood
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12-12-2008 07:37
I'm sorry but they don't. If I wear the templates as skin and then switch to
wire-frame mode (by pressing shift-control-R) then you clearly see that there is hardly any resemblence (though I only looked at the chest). |
Chip Midnight
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12-14-2008 14:50
They really do
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Krystal Yifu
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Join date: 21 Feb 2007
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Thanks very much for your contribution
02-08-2009 14:02
Lovely new base templates for the SL world to use. I miss the simple lined layer but I am finding that using yours in combination with the original base templates (v 1.1), its getting the effect I need to learn.
Yours sure is helps me re: shading. although Im still unclear how the shading works since, depending on the sim you are in, the lighting source could come from any direction in relation to how your character is positioned and angled within a room. Any ideas? Krystal PS: Any chance that you will ever just put the shading on a seperate layer (sans the diagram)? |
Chip Midnight
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02-08-2009 20:43
Prior to windlight you could get away with shading for pretty strong directional lighting without SL's own lighting conflicting with it too much, but since WindLight's shading is much more dramatic it's no longer such a good idea. You want to shade as if the avatar is being lit only by diffuse light front above with plenty of bounce off the surrounding environment. Keep your shadowing subtle and not too well defined. That way you won't have too much trouble with it not blending with a given sim's lighting conditions. If you're familiar with different 3d rendering techniques what you want would be similar to the look you get from domelight rendering or global illumination.
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Krystal Yifu
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02-08-2009 21:26
Prior to windlight you could get away with shading for pretty strong directional lighting without SL's own lighting conflicting with it too much, but since WindLight's shading is much more dramatic it's no longer such a good idea. You want to shade as if the avatar is being lit only by diffuse light front above with plenty of bounce off the surrounding environment. Keep your shadowing subtle and not too well defined. That way you won't have too much trouble with it not blending with a given sim's lighting conditions. If you're familiar with different 3d rendering techniques what you want would be similar to the look you get from domelight rendering or global illumination. I do not have the ability to run windlight me thinks as I am using SecondLife on linux (which is still in beta). AT any rate, does your recommendation mean that I should disregard the shaded layer since it might be irrelevant? Kat |