
- #Lfs xrg skin template .psg skin#
- #Lfs xrg skin template .psg rar#
- #Lfs xrg skin template .psg download#
We all want excellent detail on our skins so they look fantastic in-game, but it is a fact that bigger skins use more resources than smaller ones. Most of you realise that BIG resolutions allow for more detai.
#Lfs xrg skin template .psg skin#
I have made the mask in such a way that you should get no black running onto your skinnable areas, so the mask should not mar your skin in any way, but still do it's job! Because they were done painstakingly by hand I was able to allow for the colour-bleed that may occur if the mask was "too-accurate". I have made these masks by hand, in other words I didn't just let a program generate them. But let's return to that colour-bleeding that jpgs produce. Vectoring means less jagged lines and more accuracy. The mask overlay is not my invention, but I like to think that my method of creating them gives a superior result than those created in Photoshop for example.

Another bonus of the mask is that it makes your skin look much neater, which is kinda nice

I want to see a lot of people using this mask to reduce the amount of data we all transfer and store, and to reduce poor-performance on slower machines.
#Lfs xrg skin template .psg download#
Using the mask reduces filesize, even if just a little, it all helps to make a better skin for download time, storage, and of course uses less of your precious resources. A file with many colours and texture changes also uses more KB, basically the more detail an image has, the larger the files size. The black mask is useful because black uses the least KB and so the file size may be reduced by masking the unskinnable areas with black. It has areas cut out of it so it only masks the areas of your jpg that don't appear on the skin in game. The "mask" is a black layer that you can place over your final skin. Even though the conversion to PSD means a small loss of quality from the vectored version, the result is still an improvement on the non-vector method that many of us have used in the past to create wireframes. Jagged edges are reduced considerably and even more by the fact that the wireframes begin their life as vector objects. Line thickness is reduced to the thinnest possible line. Below are some things that help to describe why this process is even worth doing: I output them in PSD format with transparent backgrounds so they can be used by the wide majority of skinners, but I make some changes to help improve the quality of the result. I have recreated all of the wireframes in vector format and improved them so they are very good tools for skinners. Then all of the skin mapping and car modelling was improved by Scawen and Eric and I had to scrap the lot and start again. With excellent help from Andylec and many hours spent per car I finally produced a very good result. This meant making vectored wireframes and that brought it's own problems to me. Rather than just do the same thing as each other I decided to attempt to make very high quality wireframes that would be an improvement on something that Photoshop would produce. Many community members have provided templates over the last two years and we must all be grateful for that. I am suggesting that a "kit" may contain several items and spare parts, not just a basic template guide showing you to where to stick your artwork. Some people call these things "templates", but I prefer to call them "kits" because I would like to see more complete resources available. Regularly check this topic for latest developments and bug reports.Īs time permits I have been releasing skin kits for the skinning community.
#Lfs xrg skin template .psg rar#
Files are PSD format and are archived in rar format. Please go HERE to download LFS skin kits (templates included).
