

I aimed this hair in particular to a similar style as Dura's hair which isn't too wispy. It worked for my hair because I do not use much alpha except on the ends and very few out-of-the-way wispy pieces. However, I do not know if this will work very well for hair which has a lot of alpha or where all the alpha is too "wispy" or sheer (compared to mine where only the ends become transparent). I'm not 100% sure, but I THINK this might be how Rezology (AKA Newsea the Sims hair creator) makes their hair work in SL (?).
#Second life hair free#
This hair is free and moddable in my store if you want to take a copy to examine it for yourself (my username is Kouki Elska, just search in the Picks for SLURL). To summarize: I basically just duplicated the alpha portions of the mesh hair, set the rest to Alpha Mask, and “fattened” the Alpha Mask mesh very slightly over the Alpha Blend mesh. For example, if you walk into a spotlight lighting in SL wearing a hair from Ayashi, you will see the whispy alpha parts of the hair seem to be noticeably darker, while the non-alpha parts are lit up properly by the light source. It's not the "all alpha" solution that bigger hair creators like Stealthic and my friend Raven Bell do, but I did find another solution which is not perfect, but I think is way less hassle if you're willing to sacrifice that perfection in night lighting for hair that is still fun to mesh, and this was also a solution to how the spotlight lighting looks different on Alpha Mask/Non-Alpha vs Alpha Blend textures. x_xīut even after learning about that, it just sounded too much hassle for me, especially since I don't actually plan my meshes I just like to sculpt as if it were clay. but she said it had something to do with the order in which the mesh planes are created, that determines which pieces overlap the other? There doesn't seem to be any actual published guides or walkthroughs, it seems to be knowledge passed down exclusively between creators. I had the same problem finding any info about it, until I talked with one of my friends who does create all-alpha hair.
#Second life hair full#
Has anyone worn a full alpha texture hair and understood how its created to NOT glitch ?Īfter asking hair creators who do know the answer and getting 0 help, I will ask here for more support. In my reading and research, could be the order that we select the meshes before combining.? Vertice ordering ? Id like to know more about that. I understand that alpha masking is a piece of the puzzle. I have asked a creator or two that know the work around and who have come from the game called sims ( creating hair for that game too) and no one seems to be willing to give a helping hand.
#Second life hair how to#
Im trying to figure out how to make full alpha hair with no glitching issues. (I realize I sound like an ***** everytime I give advice but believe me I only want people to get better) Edited Apby Kyrah Abattoir Sadly, that tend to be how bad habits spread, and how their legitimacy is reenforced. Also many youtube tutorials are done by people who are not more experienced than you and are just eager to share what they just discovered/learned. My advice would be to specifically look at what game dev studios do for their game characters and not what people do in SL because you can't assume that popular SL creators actually know what they are doing (business skills != art experience). There is a bunch of good examples here.Ī lot of hairpieces you see in videogames only use alpha blending at the very tip of hair strands and tufts, and use masking or no alpha at all for the rest of the haircut, but they also typically build haircuts as carefully textured volume+strands+tufts rather than just a "pile" of strands, and that is a skill that can take time to learn.

Never did I say that you can't layer them, but if you solely rely on that to create the illusion of hair volume it will absolutely break, do remember that SL like every game, is realtime 3D, and a lot of the time it means we have to create the illusion of something, rather than making the thing because it's simply not computationally reasonable ( modeling and texturing the appearance of fur vs actually simulating individual fur hair ) You mean " avoid layering alpha blended surfaces as much as you can "?
