startup with skin development?

 
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TonyLM62

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Joined: 29 Feb 2012
Posts: 5
Location: Italy

PostPosted: Thu Apr 26, 2012 6:47 am    Post subject: startup with skin development? Reply with quote

hi, i wanted to do my own skin but in the "making of" i met some issues:

1) on the catalog, checking derivable items, i have several different type
00 degrees, 10 degrees n so on. what's the difference?

2) several times i find many derivable skin (that is the same with other items), but once i look on their page i can't find the map to start my derivation, how do i find it?
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Dalamar1013 18+ Age Verified

Dalamar1013 <a href='/age_verify/index/'><img border=0 src='/common/img/icons/age_verified_35x18.gif' width='35' height='18' alt='18+ Age Verified'></a> 's page


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PostPosted: Thu Apr 26, 2012 8:05 am    Post subject: Reply with quote

If you want to make a new skin you will have to derive it from an existing skin... so go up the derive chain and find the IMVU base skin. You should ALWAYS look at what things were derived from until you find the bottom most product that still is what you are looking for. This will save you a LOT of credits in the long run and will allow you to keep your prices reasonable. In the case of a male skin it would be something like This One.

If you want the texture maps you can follow the link on the IMVU skin page or if you prefer (I know I do) you can go to Keef's Skinner Page. This is one of my favorite pages for everything skin related. There are tools, wire frame maps, Texture maps in layers for editing as well as much info on what's what.

p.s.
When you look at the downloadable textures on Keef's site you will see the difference between 0°, 10°, 20°, etc... it will be easily understood.

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tochi 18+ Age Verified

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PostPosted: Thu Apr 26, 2012 11:51 pm    Post subject: Reply with quote

1.
00 - 90 degrees is for easily categorize your skin by how dark of your tone.

2.
You can derive from any "IMVU original" skin... mostly i use 00... if you want a starter map go too Keef's page as above comment.
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