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PureRich

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  1. Thank you very much. I'll get into this now.
  2. Sounds great, but how to achieve it? I need a tutorial for this. Is there a script I can purchase to support me building the HUD? Why do you believe this? If the technology is there, people can use it.
  3. Probably I understand. Do you know someone who could help me out with building this HUD? Regards
  4. Without telling too many details, the mesh is in very low resolution. Don't worry about that. I would like to point you to the topic. BOM for custom meshes. Do you know a step by step tutorial?
  5. Build and positioned in Blender, imported to SL and done. It's a bit technical to describe the process in detail and it's also kind of my secret to have a unique product on the SL marketplace.
  6. Yes, I have already a concept for the matrix. But not build or scriptet so far. Not sure how much this would cost me. The problem is that I've never worked with BOM and therefor I have a problem with planing the system. Also there is no simple tutorial that showcases the BOM with a custom mesh. I have my own nail system. It has a standard for all bodies.
  7. Please explain it. Yes. That's why I'm doing it.
  8. My aim is to have a HUD applier system for nails. Different layers of patterns to apply on top of each other as a texture on the custom nail mesh. The colors can be changed of the individual layers. No tattoo, no skin or body. Regards
  9. Thank you very much for explaining me the difference between "channel" and "layer". It's not about the skin part of the toe overlays, but about the nail itself. I want to build a applier system, and for that I need to know how to layer different textures on top of each other and color them individually. This should happen on a custom mesh with a custom UV map. Regards
  10. Hello, another solution could be also to not have all levels of LOD on zero, but only the lowest level on "1" to "20" and not "0"; Regards
  11. Hello people, I'm still not experienced with BOM, but I would like to know how to use BOM on a custom mesh. My aim is to have different textures and layer them on top of each other, but also be able to color each channel individually. Is this possible? Does each channel have its own materials options? How many channels can I have per custom mesh? Regards, PureRich
  12. Thank you very much for the response. In other words, BoM is incompatible with my product, as long I use a custom UV Map. Now I understand this topic much better. :) Have a nice day.
  13. Thank you for this quick respond. Very important to understand is, that I made a mesh, which overlays the original toes. So, the texture is not on the mesh body but on my original mesh. I'm very new to BoM and I would need a tutorial for this. I've read the BoM Doc from LL, but couldn't get smarter afterwards. Do you know any good (video) tutorial for creators? Regards
  14. Hello, I noticed that switching to "Alpha Blend" mode will darken the color. Is there an way to avoid the darkening effect? Alpha blend is important to my product. Alpha mask isn't an option! On the screenshot, on the left side, you can see that the light situation is affecting the mesh toes a lot. On the left side, there was almost no light source in the room. Regards
  15. Hello, I have a product for toes, that has a mesh overlay for the skin. This skin has a texture with alpha to make the skin to skin transition smoothly. The problem here is, that it's not easy to match the skin color perfectly of the mesh overlay with the avatar's skin. I thought the BoM feature could be applied on the added mesh to match the skin tone perfectly, but still respecting the alpha of the actual texture. See examples in-game and the actual texture of the added mesh overlay. The red lines are showcasing the alpha area. Question is, is it possible to do this? If yes, how does it work? I couldn't find any tutorial... Regards
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