Making Omega Makeup and Cosmetic Appliers

Making Omega Makeup and Cosmetic Appliers

As you may have noticed, Mesh Heads vary.. alot.

Each is it’s own special snowflake, each with it’s own idea of how many layers it should support, how those layers should be arranged, etc. We’ve brought a LITTLE order to the Chaos by creating categories of head types.. just to keep our own little bit of Sanity, but YOU are here because you want to make Makeup for the SEA of heads that are out there. Well before we start, you’ll need to understand and accept a couple things:

  • No ones UV is Perfect. Heads are PRETTY uniform.. but not completely. UVs are off here and there. So it’s crutial that you include a DEMO applier, especially for items like lipstick and eyeliner where a couple pixels can really make the difference.
  • Each Mesh starts and ends it’s makeup Layers at different points. Occasionally, your makeup will be clipped, and that is OK. We have tools for the customer to use to fix that. Do not stress about this.
  • Each Head is going to have it’s own quirks and work a bit differently! You can’t predict which buttons will be needed so You MUST leave our Button Names VISIBLE. You can recolor them, redesign them, whatever you like, but they must be legible and visable! Customers need to be able to see these buttons!
How Our Appliers Work:
Before we talk about MAKING appliers.. you should know what the buttons DO….
Cosmetic appliers Classic 2-Button Appliers Compact Cosmetic Appliers
  1. “Default Zone” appears only on the newer Cosmetic Appliers and is configurable (see bellow) by you to apply to specific-ish zones. What do I mean by specific-ish? I mean the scripts will apply the texture to where we think it will work best. This usually works, but if it does, that’s what the next button is for:
  2. “HUD CONTROL” and “MAKEUP” behaves in one of two ways.
    • On newer meshes with 3 or more makeup areas (type A, M, Y & C Heads), it won’t actually texture the head directly, instead it will communicate to the Routing HUD. The Routing HUD in turn will foward that texture to the head based on the Customers Selections. This allows the Customer to correct clipping, and other issues related to having so many different mesh arrangements.
    • On older meshes with 1-2 makeup areas (Type B Heads), the Makeup Layer is used to texture the Upper half of the Mesh, or the outer layer, depending on the arrangement.
  3. “ALL ZONES” and “TATTOO” behaves in one of three ways
    • On Type A, C and some type M heads, it acts as a “TEXTURE EVERYTHING Button. A quick way to apply a texture to all the makeup areas. Most often used for clearing Makeup layers.
    • On Some Type M Heads: it will texture the best, closest to full head layer on the Mesh, acting as a true tattoo applier.
    • On Type B Heads: It will texture the bottom half of the mesh, or the inner layer of the makeup, depending on the mesh arrangement.

How to Set up:

Our Makeup Appliers work mostly like any other Standard Applier, however, if you use the cosmetic appliers, you’ll see something like this:

Simply add a 1 next to the zones you wish to texture when the customer clicks default!
This is how you get that top Default button to act as a “LipStick” applier or a “Eyebrow” applier. Due to differences between meshes, not all meshes have all these areas.. and some have many more, or different ones. As such, this is not an exact science, but the scripts make their best guess about where to put the Texture. Usually this works. If not, the Customer has the HUD button and their Router to fix any issues.

Once you’ve created all your appliers, they can be linked together onto a hud just like any other Standard Applier. Just remember, you still need to leave the labels… but you CAN update the look to your liking. We have PSDs here:

I personally recommend replacing the word “Default” with the type of applier you want. So Instead of seeing Default/HUD/AllSides, the customer will see Lipstick/HUD/AllSides or… Blush/HUD/AllSides, etc.