Use of these textures in whole or in part on other products or other platforms is not permitted. Use of the sample textures in this tutorial: You may only use the textures used it these tutorials (or derivatives of them) on derives of my meshes. Basic Previewer use and taking of in client screenshots will also not be covered, you will want to already be familiar with all of these aspects of developing to use this tutorial. If you are not already familiar with working with layers, layer manipulation, cropping images, resizing graphics, importing multiple images into one document, garment texture making and opacity map creation, please research into how that is done for the software you are using. This tutorial assumes you are already familiar with your image making software, its basic tools and texture making. If your program can not do the exact techniques shown here you should still be able to apply some of the concepts. This tutorial is written for Photoshop CS, while it is focused on Photoshop’s tools many of the techniques can be adapted to other programs so long as those programs support layers. Types of Effects Covered in this Tutorial This is a supplemental tutorial for my Materials and Mesh Tab tutorial to go into detail on how to make a cell framed texture. If it’s just a solid color a tiny 2x2 texture works just the same as large one, so thinks SMALL.How to Make a Cell Texture for Cycling Animations (Intermediate skill level) The largest size accepted is 256×512 or 512×256. Your textures need to be height width combination of theses numbers. 2x2x2x2x2x2x…and so on.Ģ, 4, 8, 16, 32, 64, 128, 256, 512… As small as you can get away with is best to keep load times down. So when folks say make it a 2x texture size there talking about the image size a renderer needs. Renderers love nice even pretty numbers or they have a fit. When used as textures remember a PNG is bigger than a JPG so only use them when you need the detail. (Note: Texture transparency in products uses Alpha channels but it uses a JPG for the Alpha channel and not a PNG.) Not all web browsers support PNG files, on an older browser it will look solid. If you can partially see through the image it is a PNG. Because of this, a PNG can go from a solid color then gradually fade into noting in a smooth attractive way. White is solid, black is clear and shades of gray are everything in-between. It is a channel of information just like Red, Green, & Blue, only it is used for instructions on level of transparency for an image. PNG: (Textures, Product Shots and Stickers) A PNG is a file format that opens the word of Alpha channels to you. (Note: texture animation on products is done through tools in Create Mode and not a GIF.) If it moves, twinkles, jiggles, color changes, or waves at you, it’s a GIF. GIF also supports animation through layer cycling. A GIF supports transparency in an all on or all off matter, there are no transparency gradients in a GIF. GIF: (Product Shots and Stickers) This is also a small file format, it achieves its small size from limiting the pallet to just a few colors. In the world of the web and game texturing small is GOOD. It is a simple one layer image and does not support transparency. It is what you will use most of your product's textures. JPG: (Products, Product Shots and Stickers) This is the simplest file type for IMVU. File Formats and Image Sizes used in IMVU
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