I edited the Arctic fox so the shades matched each other perfectly on the top and bottom seam. And as you can see the line is still very much there.
As I prefer to shade our avs in a semi Toony style, I dont see any way around this fault on SL's mesh (I know there are ways around it like more detailed textures to blend ect, but please understand this is not the look we are after.)
So yea, I dunno if There is much I can do about this on white avatars, if you have any suggestions feel free, but I can assure you, those whites/grey's are matched perfectly in photoshop.
As I prefer to shade our avs in a semi Toony style, I dont see any way around this fault on SL's mesh (I know there are ways around it like more detailed textures to blend ect, but please understand this is not the look we are after.)
So yea, I dunno if There is much I can do about this on white avatars, if you have any suggestions feel free, but I can assure you, those whites/grey's are matched perfectly in photoshop.
Category All / All
Species Unspecified / Any
Size 800 x 519px
File Size 77.7 kB
Turns out its a knowen mesh issue XD http://jira.secondlife.com/browse/VWR-14319 But I can still give brightening a go.
I am well aware of Second Life's tedious stomach seam issue, however I do advise you to give lowering the brightness a shot. It has worked well for me on my own skin:
http://img340.imageshack.us/img340/.....3/stomachq.jpg
The seam is still visible if you look hard enough, but at least the colors will match up. If you use Photoshop, try lowering the brightness value by -9, this is what I did for the legs. Good luck!
http://img340.imageshack.us/img340/.....3/stomachq.jpg
The seam is still visible if you look hard enough, but at least the colors will match up. If you use Photoshop, try lowering the brightness value by -9, this is what I did for the legs. Good luck!
This line has nothing to do with textures, and you can't texture compensate. It's a lighting issue (Sl is treating the upper and lower half as seperate prims, it's the same problem you get when you cut a sphere in half and put the halves back together).
It's more obviously on white/light avatars, and will show just as bad with a flat white upper and lower texture (same 8x8 texture). There's a Jira for the prim version of the problem and supposedly they're looking for a fix- if they fix that it should fix this.
It's more obviously on white/light avatars, and will show just as bad with a flat white upper and lower texture (same 8x8 texture). There's a Jira for the prim version of the problem and supposedly they're looking for a fix- if they fix that it should fix this.
Hmm.. Ive been through this issue as well, and Ive got very complex textures on my avatars. what I use is photoshop CS4, with the 3d stuff. I load an SL avatar mesh into it, apply the textures, then go and either blur out the seams or use the clone stamp to blend them, this produces some very nice results even in SL, Im not seeing that hip seam at all with that method
http://rezzable.com/blog/rykerbeck/.....p-cs4-extended
this link has the meshes all setup, and also some info about it. maybe it helps :>
http://rezzable.com/blog/rykerbeck/.....p-cs4-extended
this link has the meshes all setup, and also some info about it. maybe it helps :>
I know, I HATE THAT LINE. It's the retarded mesh!! the way they modeled and UV mapped the avatar, that is the only part with a sraight line across and it has some bad geometry, it's really nothing that we can fix. :/ Stupid poser model. I have that on all mine too. :/ The only way I can think of fixing it is using bodypaint 3d and smudging it up a bit. I need to re-install that program though. X.x
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