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Difference between revisions of "Clothing/Attachments"

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Once the material is created you can chose the material shader for skin from built in unity standard, custom shader or SineWave skin shader.  
 
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'''
 
'''SineWave Skin Shader'''
  
* Main Color  - Sets the color of the skin.
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* Main Color  - Sets the overall color of the skin.
* Specular Color - Sets the specular color of the skin.  
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* Specular Color - Tints specular highlights of the skin.  
 
* Shininess - Sets the shine amount of the skin.   
 
* Shininess - Sets the shine amount of the skin.   
* Rim Power  - how rim lighting spreads around the edges of the model
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* Rim Power  - how rim lighting spreads around the edges of the model.
* Rim HDR  
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* Rim HDR - Adds a boost to rim lighting, to enable it push into HDR values (i.e. Brighter than white) for bloom.
* Normal Power
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* Normal Power - controls power of normal map (allowing them to be more/under represented)
* Tessellation Edge Length
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* Tessellation -  allows DX11 Tessellation which smooth's geometry when camera is up close.
* Tessellation Phong Strength
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* Specular Amount  - Sets the specular amount.  
 
* Specular Amount  - Sets the specular amount.  
 
* Gloss Amount - Sets how glossy the skin should look.  
 
* Gloss Amount - Sets how glossy the skin should look.  
* Smoothness - Sets the smoothness.  
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* Smoothness - controls specular highlights on PBR platforms (higher = tighter highlights), correlates with Standard shader.  
* Occlusion - Sets Occlusion amount.
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* Occlusion - controls ambient occlusion.
* Loading color - Sets what the avatar will look like while skin is loading.  
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* Loading color - For internal use. PLEASE IGNORE THIS SETTING.  
  
 
   
 
   
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IMAGE
  
==Converting Skin texture to Space Skin==
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==Using Make clothing component to fit the Skin==
  
  

Revision as of 09:14, 23 August 2016

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.

Avatar Skin

You can download the default avatar skin template from following links.

  • Sine Space Female avatar Normal Map: | Download.

Importing Skin to Unity

Once you have created the Skin save the PSD and import it back to Unity.

Setting imported Skin Texture

  • Select the imported skin texture.
  • Set Texture Type as texture.
  • 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
Image of Skin 


Setting imported Skin Normal Map

Normal Map gives more definition to the skin.

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


Image


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.

SineWave Skin Shader

  • Main Color - Sets the overall color of the skin.
  • Specular Color - Tints specular highlights 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 - Adds a boost to rim lighting, to enable it push into HDR values (i.e. Brighter than white) for bloom.
  • Normal Power - controls power of normal map (allowing them to be more/under represented)
  • Tessellation - allows DX11 Tessellation which smooth's geometry when camera is up close.
  • Specular Amount - Sets the specular amount.
  • Gloss Amount - Sets how glossy the skin should look.
  • Smoothness - controls specular highlights on PBR platforms (higher = tighter highlights), correlates with Standard shader.
  • Occlusion - controls ambient occlusion.
  • Loading color - For internal use. PLEASE IGNORE THIS SETTING.


IMAGE

Using Make clothing component to fit the Skin

Add virtual goods script

Attach the virtual goods script and complete the submission process.

See Virtual Goods for more details on the virtual goods script.

Video Tutorial

To know more on how to create and upload skins watch the tutorial shown here


Further Reading