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OpenSimWorld is the directory of 3D Virtual Worlds based on OpenSimulator and connected through the HyperGrid. Learn More

Hi folks, I have received a few questions today regarding the body skins I shared (i.e. do they work for EvoX, why no face, etc.)
There's a README inside the pack with some details but a few more details:

1. Body skins generally use the .skin type of item and they only contain Upper and Lower.
1.1. The textures are mapped to the body (especially in places like toes, butts, etc. - hence why those would look weird if used in another body).
2. Face skins generally use the .tattoo type, precisely so that you can 'bake/add' it ON TOP of the .skin of the body (of which [.skin] you cand only wear one).
2.2 The face textures are mapped to the head (Evo, EvoX or others).

In this sense, they are NOT connected (you could wear Legacy and....Catwa as head!), and seldom if ever do body skin come with a face skin (Have NEVER seen that, imagine they come with a Catwa head and you use EvoX, or come with Evo and you use a EvoX head!).

The can be 'related' as far as the skin tone goes (i.e. some body skin creators have a set of tones to which face skins creators try to adhere).
Either way, that's what the neck-fix included (only for EvoX, though) are for. If you can't 100% match the tone, add the fix or the face blender.

The .shape file is also important if you want the default shape. However, you can only wear ONE .shape.
If you 'add' it, it will replace the one you got with your face (and mess the shape).
So, in SL (or even here, if properly here), if you were to start a new avi you would get:

1. The shape [.shape] and eyebrows [.hair] that come with the head. Let's say EON EvoX = You can almost ditch these ones unless you are going with the 'demo'/free face skin that comes with the head.
2. The shape [.shape] that comes with legacy body = You can also almost ditch this one, unless you are going with the 'demo'/free body skin of the body.
3. The shape [.shape] and eyebrows [.hair] that come with the face skin. Let's say EROS (for EON EvoX) = These ones you keep, and will probably the ones you use.
4. The shape [.shape] that comes with the body skin. Let's say Jupiter Muscled TAN tone. = This you want to keep, but just for the values.

1 and 2 don't really have much 'value', they are: 'shape-you-can-use-if-you-dont-add-any-skins-from-creators'. EVEN if you wanted to stick to those, you would need to transfer the body shape values to the shape that come with the head.
ALWAYS combine them.
Why? Because the values (numbers) in the shape of the head are specific values that the face/head skin creator has added so that it looks like in the piiiicz.
Now, legacy creator couldn't possible know those...so if you rely on their shape of the head values...well...it will look BAD.
Body-values-on-head-shape is also because there are less amount of cells/numbers pertaining to body.

NOW, if you got yourself (hopefully) an additional face skin (eg. EROS) and body skin (eg. Jupiter Muscled TAN), you want to merge and use those two.
Why? Because the values relative to the head in EROS will make it look like in the pic, and the values relative to the body in Jupiter, will make it look like in the pic.

So:
- You add the shape of Jupiter just to take the number values on Body+Torso+Leg tabs.
- You switch into the EROS shape, and replace Body, Torso, and Legs with those values.

Result: Your face will look like in the skin pic you bought, and so will your body.

RECAP: .skin for body skins + .tattoo for face skins. Leverage neckblends. Ditch default body/head shapes. Use skin shape as basis, add body skin shape values.