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Universal Wearables & Asymmetrical Designs don't work?


Deni Rainier
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I am a tattoo designer and have been researching the possibility of using different textures on the arms, with the mesh bake. I followed the tutorial which states that it would be Asymmetric Designs
The default layer in Second Life UV uses a single area for the arm texture that is copied to both the left and right arm. Designers have requested the ability to create content for only one arm for quite some time, and the universal wear object is designed to make this possible. 

For example, if you want to create a tattoo design that only appears on your left arm, you can create a design using the Upper Torso UV map as the basis for your texture. Add your design to the arm area as normal, but instead of creating a New Tattoo object in the Inventory window, create a New Universal wearable instead. You will see multiple channels (boxes) to use for your texture. Just add your design texture to the left arm Tattoo channel and its contents will be applied only to the left arm of the Baked on Mesh texture when worn. 

But it still doesn't work on mesh bodies, the only way for the texture to appear is to use it in the upper tattoo slot or that causes it to duplicate on both arms. 

Edited by Deni Rainier
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