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Showing results for tags 'custom avatar'.
I do custom art at a reasonable price! I can provide PDF files through E-Mail so you get the best quality of your piece. I can do business logos, avatars, pets, etc. I am able to do more than one person per drawing, it'll just cost more. I do anywhere from lewd to completely covered up. My "processing" times always depend on your piece and my at home life as well, but it is typically around 4 days to a week. The more complicated the piece, the longer it will take, keep that in mind please. Below are some of my best pieces of avatars and such. Message me in-world to discuss prices and what you'd like done! In World name: Softiie https://flic.kr/s/aHsmXdzXFP
Hello everyone, I was wondering if I could do a avatar comission on an avatar I been wanting imported into Second Life for personal reasons, from a video game more or less! No one has done it yet and I know there's already Blender models made for it. Basically its from "Five Nights at Freddy's" of an animatronic / mascot called Glitchtrap / Malhare. Below is a ref.! Personally I never did this before, so I'm not sure how much it'd run me $L wise to get someone to do it. Please reply here or message me inworld!: BloodyKitty230 Resident
THIS problem has been affecting me for years (literally) and I've never figured it out. Many hours of testing and seeking info online. It's about time I ask for help. Collision bones and the SL shape sliders. I want to use the shape sliders with my custom mesh body. It's a regular bipedal human. The rigging/weight painting part isnt the problem. I have a lot of experience, but I need to test the collision bones inside Maya after I'm done. However, SL shape sliders scale the mesh in a way that I cant seem to replicate, so it's been an absolute guessing game. Trial and error to get anything right. I purchased Mayastar because it has features that replicate the SL sliders. Then I could see that the joints weren't actually being moved on the Mayastar fitted mesh skeleton. The BELLY joint (for instance) would move AND scale. Translation X +0.70 Y 0 Z -0.01 Scale X +0.156 Y +0.4 Z +0.3 It also moves/scales the PELVIS joint. I thought this would be the solution, and it worked better than just scaling up the joints, but when I uploaded a copy and tested the sliders in SL, the result was still different I dont want to work blindly on each collision bone and do 8000 tests, as it turns out lol. So, if anyone has any idea how this works, please... PLEASE offer advice. I tried my heart out and still failed.
I am looking to create my 1st custom avatar but even after several days of web searching and reading articles, I am finding the process intimidating. I haven't found a clear comparison of the different body forms or of brands/manufacturers, the same goes hands/feet/heads. And I am struggling with having a clear sense of the proper order to follow in the customization process. If I purchase a body, does this include breasts and ***** since they are definitely body parts? Sadly, my lack of understanding extends to the following as well: The avatar height aspect, The physics/animations, The ability or lack of ability to customize various parts, The foot system (high/mid/flat and rigged vs non-rigged,) And the HUDs and Makeup. I would be ever so grateful for recent guides, walk-throughs and advice articles that would help educate me on these various aspects. I would also be quite amendable to someone acting as my guide through this process, I do not expect anyone to hold my hand through this but I would appreciate the company and advice of someone adept at avatar customization. I have Linden $s to spend, would prefer to keep the entire process under $3000, and if I could do it for less than $2500 while creating a quality avatar I would be even happier. Thank you so very much for your time in reading and replying to this post, I look forward to your advice and suggestions.