Hi,
I was wondering is there a way to make an Outline for an Avatar?
I have read the "Cell Shading" posts here, but they seem to be for working on Prims.
I'm working on my Avatar that is not made of Prims...
Thanks,
Rayner.
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Avatar Outline? |
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Rayner Exonar
Registered User
Join date: 14 Nov 2008
Posts: 1
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12-07-2008 22:01
Hi,
I was wondering is there a way to make an Outline for an Avatar? I have read the "Cell Shading" posts here, but they seem to be for working on Prims. I'm working on my Avatar that is not made of Prims... Thanks, Rayner. |
Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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12-07-2008 23:00
Outline? You mean like the chalk outline at a crime scene?
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SuezanneC Baskerville
Forums Rock!
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Posts: 14,229
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12-07-2008 23:24
He means an outline like Cel Shading. It makes things look like a cartoon that's drawn with a thick pen. It's done in SL by using a bug in the way that alpha textures are rendered. There's a tutorial on it at http://www.youtube.com/watch?v=1Xc4arKZ1jQ .
I don't think there is a way to create such an outline around an avatar. _____________________
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them. I can be found on the web by searching for "SuezanneC Baskerville", or go to http://www.google.com/profiles/suezanne - http://lindenlab.tribe.net/ created on 11/19/03. Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan - |
Nexii Malthus
[Cubitar]Mothership
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Posts: 400
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12-08-2008 18:19
You could easily do it via sculpties.
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Ceera Murakami
Texture Artist / Builder
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Posts: 7,750
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12-08-2008 19:44
From what I understand of the cel shading trick, it would have to be a full-prim avatar - one where no part of the actual avatar skin is visible, at all.
It's done by making a hollow shape that matches the external prim shape, but is only textured on the inside face. So yeah, if you are REALLY good with sculpties, I suppose you could make a full-prim Human avatar, make the matching inverted hollow shell, and make it just a bit larger, and then come up with an entirely prim wardrobe, since normal clothes won't work on a full-prim avatar... _____________________
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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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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12-09-2008 00:40
Just for clarification, the twist method for spheres demonstrated in Suzanne's link has nothing to do with any alpha rendering bugs. Notice no alpha textures were applied to the sphere in the video. What's actually happening is a reversal of normals. The extreme twist causes the outside of the sphere to face inward, and the inside to face outward.
That's not the only way to do it, by the way. A more reliable method is simply to put a transparent texture on the outside of any hollow object, set the inside to a solid color such as black, and then put a smaller non-transparent copy of the object inside. The result is what appears to be a solid-colored outline around the smaller object. This works for all shapes, not just spheres, and it doesn't depend on any bugs, so it will always work. For added effect, set the objects to full-bright to kill in-world lighting effects on them. This will make them look more 2-dimensional. To create a similar effect for an avatar, one way to do it is to encase the avatar in inside-out scultpies, as has been mentioned. Another is to use a bunch of attached spheres and cylinders to closely follow the avatar's body shape. Hollow them, give their outsides a transparent texture, and their insides a solid color. If you do either method well, the effect can be fairly convincing. It will never be perfect, though, since the attachments can't flex and morph the way the avatar body does as it animates, and since you can't full-bright an avatar. |