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UV Maps and Textures

Ai Austin edited this page Nov 14, 2020 · 2 revisions

For Ruth2 v4 all of the UV map island edges match the LL legacy UV map island edges, so that most legacy skins will work OK. If a skin designer didn't leave any bleed at the UV map edge, then it might not look good on Ruth2 (or a fat system avatar for that matter), but most skin designers know how to handle that. The topology for each of the three feet is different - Ada Radius built the posable flat feet, Sundance Haiku built the fixed pose medium and high feet.

Their topologies are different, so the UV's look different. But matching at the UV island edges should be about the same. The position of the verts at the ankle edge, for all three feet, are exactly the same - Ada radius did those by the numbers. The differences in Ambient Occlusion (AO) Bakes are not just because of the topology differences, but because light falls differently on the toes because of the foot position. Ada Radius suggested that you avoid AO bakes for OpenSim now, because of EEP lighting in viewers, which makes plenty of shading inworld. But if you wanted one anyway. Ada would make that for the flat foot, making sure there was no shading at the UV island seams and use the resulting texture component on all three feet. Making sure that flat color at the UV island seams is extended out at least 4 pixels, to minimize the appearance of seams inworld.

The Ruth2 v4 mesh uses data transfer modifiers to average the normals between the separate mesh pieces. You can see what areas worked better than other areas by wearing a blank white skin and taking a look at it in different lighting - time of day, EEP settings - to see the trouble spots where any detail at all in the skin will be a bad idea.

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