jenstar opened this issue on Oct 22, 2007 · 4 posts
keppel posted Mon, 22 October 2007 at 11:44 PM
jenstar,
Just taking a stab here that our misunderstandings of what you want are possibly due to the terminology being used.
In this context a "template" is a flat 2D "map" representing the co-ordinates on a 3D object or "mesh". If the original "mesh" is of a shirt for example then painting on the "template" allows you to create a "texture map" that will change the colour, pattern, add painted buttons and logos etc. It does not allow you to change it from a long sleeve shirt to a short sleeve shirt or change the physical attributes of the "mesh". Using your example above if you are looking for a tuxedo template then you must have the tuxedo mesh. If you want to make the tuxedo yourself then you will need a 3D program to do this. There are plenty of 3D programs available such as (from most expensive, give or take a few hundred dollars, to the least expensive Free:) 3D Max, Maya, Lightwave, Modo, Silo, Wings 3D, Blender. Some of these programs have forums and galleries here at Renderosity. None of these programs work "in" Photoshop, they are all standalone. The workflow is - create the clothing 3D model in one of the programs I mentioned saving the mesh in the format that Second Life uses . Create a UV Map which becomes the template, then open the template in Photoshop and paint it saving it in the .png or .tga format that Second Life uses.
So the question really is do you want to:
Create your own "mesh"?
Create your own "template" or UV Map from an existing mesh?
Paint on an existing template to create a customised "texture map"?
Shane
My Renderosity Store
Virtual Furnishing
My Portfolio