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Kathrin Paris
Registered User
Join date: 27 Nov 2006
Posts: 3
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12-14-2006 11:50
Hello there, I´m creating Star Trek uniforms for SL and a have a big problem with the 29th century uniform, cause it has 2 different sleeves.  As you know it is not possible with the mom template to do that. Someone out there with a solution for that problem or knows someone that it will be possible to halve the jacket (like you can do with skirts)
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Jennifer McLuhan
Smiles and Hugs are Free
Join date: 22 Aug 2005
Posts: 441
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12-14-2006 14:01
The only way is to have a prim sleeve with it's own texture. Jen
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Anna Gulaev
Registered User
Join date: 25 Oct 2006
Posts: 154
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12-14-2006 14:15
A two-garment solution...
Put one sleeve on the shirt layer and one on the underwear layer, or one on the shirt layer and one on the jacket layer. The top layer is sleeveless on the side with the under-layer sleeve.
Edit: never mind, you can't do that.
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Namssor Daguerre
Imitates life
Join date: 18 Feb 2004
Posts: 1,423
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12-14-2006 14:26
An interesting bit of trivia: If you try and cheat the templates with an asymetrical 3D render, the texture on the left arm (looking at the avatar from the front as it appears on the right) is the dominant arm. Textures will always save correctly on this side while textures on the other arm get overwritten. This may be software specific, but that is how it works in ZBrush.
Addendum: For those that read this post earlier, I apologize. I had my left and right mixed up. It now reads correctly. I just tested this while working on new skin stuff.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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12-14-2006 14:47
What you're trying is impossible in SL. The avatar template only has one arm, and mirrors I believe the right arm to the left side.
You would have to create a prim replacement for the entire arm and shoulder, almost like Gladiator armor from ancient Rome, and it still wouldn't look right.
Sorry.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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