![]() ![]() I was there, running around with her and other well-knowns in my friends list (and actually hanging out with each other) back in 2006 when these were *created*. ![]() Time.Īnd for the record the Robin Wood UV images are nothing kore than enhanced versions of the standard LL UV textures. System layer texture are always based on the standard Second Life Avatar UV. The entire point of BOM is to allow system layer textures to be mapped onto mesh. I'm only saying that I've been in SL for a few enough days to know what I am describing. System layer texture are always based on the standard Second Life Avatar UV.Īnd for the record the Robin Wood UV images are nothing kore than enhanced versions of the standard LL UV textures. Bakes on mesh uses the same method, except it is the mesh creator who maps the standard UV (the BOM base textures) to wherver UV is required for their own creation. And this is the point: Omega does what BOM does - uses the standard SL avatar UV and remaps them to whatever is required for the specific brand of mesh being applied to. Omega system takes about ten seconds to set up (and the Dev kit is FREE.) Same texture UUID that goes onto system layer goes into Omega script. There is no universal "one template fits all". For those heads which have different UV than the system avatar one needs to use the UV provided for the specific mesh head. Unfortunately some mesh heads use their own modified UV layout. The way I understand understand things is that the Robinwood template works well only on those mesh heads which use exactly that UV template (and naturally it works well with system avatar). The OP said: "What my plan is, is to use the BOM system, aka the classic avatar system to apply on both classic and mesh heads." ![]()
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