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Once you have imported the normal map | Once you have imported the normal map | ||
− | * | + | * Select the imported skin texture. |
− | + | * Set Texture Type as Normal map. | |
− | + | * Alpha to Grey Scale unchecked. | |
+ | * Wrap Mode Repeat. | ||
+ | * Filter Mode Sets the filter suggested set it to bilinear. | ||
+ | * Aniso level Sets the anisotropic level. | ||
+ | * Max Size Set to 2048. | ||
+ | * Format can be set to Compressed or 16 bit for a better quality. | ||
+ | * Once done hit Apply | ||
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==Setting the Skin material== | ==Setting the Skin material== | ||
+ | you can create a new material and drag skin texture and normal map in normal map slot. | ||
+ | |||
+ | Once the material is created you can chose the material shader for skin from built in unity standard, custom shader or SineWave skin shader. | ||
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+ | '''NOTE''': Skin loading color can be set only with Sine wave skin shader. | ||
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+ | '''SineWave Skin Shader''' | ||
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+ | * Main Color - Sets the color of the skin. | ||
+ | * Specular Color - Sets the specular color of the skin. | ||
+ | * Shininess - Sets the shine amount of the skin. | ||
+ | * Rim Power - how rim lighting spreads around the edges of the model | ||
+ | * Rim HDR | ||
+ | * Normal Power | ||
+ | * Tessellation Edge Length | ||
+ | * Tessellation Phong Strength | ||
+ | * Specular Amount - Sets the specular amount. | ||
+ | * Gloss Amount - Sets how glossy the skin should look. | ||
+ | * Smoothness - Sets the smoothness. | ||
+ | * Occlusion - Sets Occlusion amount. | ||
+ | * Loading color - Sets what the avatar will look like while skin is loading. | ||
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==Converting Skin texture to Space Skin== | ==Converting Skin texture to Space Skin== |
Skin is a texture image that replaces the default skin of your avatar. Skins can be re made and uploaded in Sine Space using Virtual Goods component.
You can download the default avatar skin template from following links.
Once you have created the Skin save the PSD and import it back to Unity.
Setting imported Skin Texture
Image of Skin
Setting imported Skin Normal Map
Normal Map gives more definition to the skin.
Once you have imported the normal map
Image
you can create a new material and drag skin texture and normal map in normal map slot.
Once the material is created you can chose the material shader for skin from built in unity standard, custom shader or SineWave skin shader.
NOTE: Skin loading color can be set only with Sine wave skin shader.
SineWave Skin Shader
Attach the virtual goods script and complete the submission process.
See Virtual Goods for more details on the virtual goods script.
To know more on how to create and upload skins watch the tutorial shown here
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