How to Use BoM with New Slink Bodies

And there is the problem of whether an applier type item has the textures for the classic avatar. Without those textures I would expect the item not to be usable with the new body. I am not sure how many of my gowns have a classic texture and applier…

To get all the details and see the new features watch the video.

Alpha Maps

Without alpha-cuts we have to figure out how to hide parts of this new body. The process is the same as it is with the classic body. WEAR an alpha map or layer. But, do we have an alpha map with all of our dresses and stuff? Probably not. So… The answer is we make our own alpha maps. It is easy enough. The basic template we need is in the bundle. Look for the Slink Female UV Template for Alpha Creation. For use outside the viewer look for Slink Physique Lower UV Template and Slink Physique Upper UV Template. These last two are full perm and can be exported for use in GIMP or Photoshop.

Also included is a large number of premade alpha layers/maps in a folder titled Slink – Physique Redux Essential Alpha Layers. These are a good example of how your alpha layers should look.

Making Alpha Maps for Bakes On Mesh (BoM)

This is easier shown than described. So, check this video: Slink Tutorial Alpha layer creation for Redux. (below)

Before you go nuts making alpha maps for your existing clothes, do look through the stuff you got when you purchased the item. Many of the fitted mesh clothes included alpha maps for the classic body. Dig those out and use them.

I’ve known things were going to change and BoM has been on the way for some time. Plus, I am tempted to buy Maitreya. Not enough to spend the money, yet. So, I take all the stuff I know I won’t use, Belleza (nothing against Belleza – I just don’t own it) and other brands I am not using and I put them in a folder within the item’s folder labeled ‘Xtra’. I figured that would make it easy to find stuff I may need someday… like the system/classic alpha layers.

I also keep the boxes stuff comes in. The clothes boxes are mostly for when the thing breaks.

More pages. Links below…

4 thoughts on “How to Use BoM with New Slink Bodies

  1. I have MANY questions!! What happens to ALL the people that this ISN”T something they want to do? What about the people that DON’T want to have to upgrade AGAIN?! WE’ve already upgraded to MESH, at a ridiculous cost, and many haven’t even taken that step yet because it’s complicated, but at least they could stay in their original classic avatars! Waht happens NOW that they have to AGAIN upgrade to this new BoM avatar body, upgrade the viewer…… can the old mesh and classic bodies STILL be used/seen, or do we become obsolete and invisible?? I believe that SL will loose many in these new processes and ventures! Then again… it’s just a stupid game, right?

    • Silly person… The Lindens


      cripple legacy content.

      Everything you have now will continue to work.

      • True, they actually seem to cripple new content so that it doesn’t make legacy content obselete either. Sometimes, that new content comes with such ridiculous caveats that it’s not worth implementing over older content. Animesh for example has such an inflated Land Impact cost that it’s simply not worth deploying on land. That means it’s limited to avatars and… well, there are strict limits there too. Or forcing 1 bit alphas on textures increases the Land Impact cost of prims such that despite looking nicer, it ends up worse overall for building. I don’t even know what they were thinking with this change.

  2. Losing opacity adjustments on layers, losing alpha cuts, losing 10k worth of skins. All so you can pile up makeup and look like a Kardashian?

    Sure why not?

    Working with BOM is like working with paint roller instead of a fine brush. Programmers should not be allowed to make artistic decisions.

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