Using an Eloh Eliot Starlight skin – Basics 1

Eloh Eliot - Another Skin Resources for virtual worlds

This is the first part in a short series on how to use Eloh Eliot’s Starlight skin templates for virtual world avatars. Basics 1 covers downloading the template files and changing the skin tone.

Please read the below disclaimers first.

This is a Photoshop-based tutorial (CS3) produced on a Mac. There are similarities when using Gimp, so you can follow this tutorial as a general guide. I’m unable to offer detailed advice for Gimp as I haven’t used it.

This tutorial is just one method of making very basic changes to the skin templates. It doesn’t contain any advanced techniques on skin making (hand-painting, photo source, 3D baking etc.,).

All the Photoshop files used were designed and created by Eloh Eliot of Another Skin. These files are not my own work and I am not an experienced skin creator. I am unable to answer any detailed technical questions about how they were made. These files do come with a license agreement which I strongly recommend you read before you using them. MIT License

This might seem an obvious statement but for any readers who are not aware: the Starlight female avatar skins are depicted as anatomically correct. These tutorials are meant for a mature audience who are comfortable learning and working with anatomically correct template files.

Continue reading

Making Avatar Clothing – Part 2

Following on from Part 1; this post shares some guides on making avatar clothing and tattoos. Tattoos are more of a skin-related subject but I’ve fitted it in here because they use alpha channels.

Clothing and Tattoos with alphas

There are many applications for transparency information in virtual worlds. This isn’t an in-depth look at all possible uses but I’ve included the terms that are generally used.

The alphas

Alpha channel(s) – An alpha channel is used in Photoshop and Gimp when you want to use levels of transparency in your file. For clothes; this can be used to make a semi-transparent shirt or to select a specific area, e.g. to create a lace effect as part of a design. To read more on how they work you can visit this SL knowledge base page: Alpha channels and transparency. A video tutorial on how to create alpha channels is at Robin Wood’s site: Easy Alphas.

Alpha masking – This is one of the features that launched in Linden Labs’ Viewer 2.0 in 2010. Alpha masking means that it is possible for an avatar to wear a transparent texture.

A good example of this would be shoes. Prior to alpha masking many styles of sculpted prim, high-heeled shoes and boots needed what is called an invisiprim – a regular or sculpted prim that has had a transparent texture applied to it. When worn as an attachment this blanks out the foot or leg area that could show through the shoe prims and spoil the effect.

The invisiprim method is no longer necessary if a transparency texture is worn by an avatar. Another SL knowledge base page explains here: Alpha masking.

The layers

Tattoos – The original method for wearing body decoration and tattoos means creating your design, uploading it and then making it into system clothing layers. This has a drawback if you are wearing other clothing on the same layer as the one that the tattoo is worn on. It isn’t possible to wear both at the same time. In SL many designers provide their tattoos on every clothing layer possible to avoid these layer conflicts.

Using this method also lacks the facility to apply a design to the avatar head area. It is possible to tint tattoos through the Appearance window, if they have a modify permission, so it allows changing the colour to suit yourself.

Wearable tattoos – Another feature introduced with the launch of Viewer 2.0. This gives the use of a texture layer over the avatar skin. The process of creating and uploading files is the same as the original method. Making the tattoo wearable in the Appearance window is closer to making a skin. Tattoos or other body art designs, such as make-ups and eyelashes, can be worn on the avatar head.

It also means you can wear body art designs without taking up another system clothing layer (like shirt or pants). When Viewer 2.0 was launched I understand that it wasn’t possible to use colour tinting on this layer in-world. I’ve read that this is now a feature in the latest versions. Unfortunately, I haven’t been able to check that myself.

There are some disadvantages to wearable tattoos and alpha masks which has to do with viewers.

It is possible to use alpha masking and wearable tattoos in OpenSim with a viewer that has these features included. I use Imprudence 1.3.0. and have created tattoos on the wearable tattoo layer (the ability to tint tattoos is not included in that version). However for people on Linden Labs’ viewer release 1.23.5, or a third-party viewer that haven’t been updated, you won’t be able to see alpha masks or wearable tattoos.

There are some bugs and problems that can occur when using them. I won’t try to document them here but suggest searching the jira pages for Second Life, Mantis for OpenSim or the relevant viewer developers’ website if you encounter any problems.

So far I haven’t seen any tutorials/guides that deal specifically with making wearable tattoos. I intend to make my own resource on this subject in the future.

Clothing and tattoo tutorials

Natalia Zelmanov’s post on Semi-transparent clothing is a good place to start and is suitable for Photoshop and Gimp users.

Nicola Escher has written Creating a tattoo which uses Photoshop. This post is for making tattoos as system clothing layers. It covers some of the same information as Robin Wood’s Easy Alphas but is a step-by-step tutorial for a simple tattoo.

You may be wondering why there are not more links to other video tutorials. This is down to my preference for written tutorials. Generally speaking, I find it easier to follow a tutorial if I am reading rather than watching it, pausing and switching windows. There are many Second Life user videos posted on YouTube that deal with clothing, tattoos and other content creation. As I haven’t watched all of the available videos I’m unable to give any particular recommendations.

I’ll be writing more about clothing in future posts but I hope that you’ll find the information useful for your own creations.

Making Avatar Clothing – Part 1

In this first post in a two-part series I’ll be covering some information resources and tutorials for making avatar clothing.

There are a lot of online tutorials and guides about making a basic t-shirt (t-shirt tutorials are by far the easiest to find in a web search) and it would be difficult to list them all here. If you have a particular favourite or one that you think would be helpful to beginners, that I have not mentioned, please leave a comment and link on this post.

Getting started

You will need to download the avatar mesh templates made by Chip Midnight and Robin Wood, if you don’t already have them. There are good reasons to have the two templates as there are some distinct differences between them. Tutorials do make use of both and, sometimes, combine the two together. If you are interested in how the two templates are combined, using Photoshop, you can read how at Combining SL Clothing Templates.

This information is often contained in the other tutorial links recommended below, so my apologies to readers if you end up reading the same information several times.

You can find links to the template downloads at this Second Life Clothing Tutorials wiki page. This page is an excellent resource for guides and websites, including some I’ve mentioned before (such as Natalia Zelmanov, Seshat Czerat, Nicola Escher, etc.)

Once you have both templates: I suggest starting off with reading Seshat Czeret’s ‘Theory of Second Life skin and clothing’ and then ‘How to make SL clothes in Gimp’ guides.These are still helpful if you are using Photoshop, although some of the control and layout details will differ between the two programs. If you don’t find these helpful then a visit back to the Second Life Clothing Tutorials page does offer alternatives, e.g Natalia Zelmanov’s clothing tutorials.

Notes on the above guides

Please remember that these posts and others were written in 2008, or earlier, and for Second Life users.This might make some information out of date.

A few of the links included in the guides are now inactive, have been registered to a different person/company or go to pages, such as Olila Oh’s, that seems to be an advert search site and not the information quoted in the guide.

The ‘Theory of Second Life clothing and skin’ refers to the system clothing layers being used for ink/body tattoos, which they still are, but the ability to use avatar alpha layers has now been developed. I’ll cover resources on alpha layers at a later point.

In ‘How to make SL clothes in Gimp’, it refers to using a 3D preview program and going to a beta test grid. Personally, I’ve never used either. I upload directly to OpenSim to test how clothing looks on my, specific, avatar shapes than using the standard SL avatar model. If you intend to make clothing that you want to give away, or to sell, then it would be useful to try the method described or similar for testing.

Advanced techniques

There are tutorials which show more advanced techniques for making clothing. These examples use Photoshop and require that you be comfortable and knowledgeable in using the tools and layers. I’d say these would be best suited for those who gone beyond the basics to an intermediate level.

Two written tutorials available are The making of Noell top texture and How to fit textures with ornaments for upper and lower body by LeeZu Baxter, a long-term SL resident and designer. These are both helpful guides that make use of LeeZu’s own creations and design techniques (which is why you will find that the images do display very clear name marking).

The other example is at Robin (Sojourner) Wood’s own website. Robin has covered a lot of subjects, mostly in videos, which are informative and worth browsing for a more experienced Photoshop user. A particular series of four, video, tutorials covers how to import the SL 3D avatar model into Photoshop and use the model for clothing creation. One very important point – this will only work if you have Photoshop CS4 Extended or later. Earlier Photoshop versions do not have the necessary 3D tools to follow these guides.


Below is a list of free resources that can be used for making your own clothing or developing your own textures. Although these are free resources; I’ve indicated where you might need to check what the designer has specified as the user agreement. If someone has offered a texture, brush, etc., for personal projects but not commercial, and you intend to sell your work, then please get in touch with the designer before you use it. It’s common courtesy to do so and not all designers will say no to a request, if asked politely.

Also, if you come from a commercially developed grid, do take into consideration that a great many people use the same resources. Unfortunately, this can cause all kinds of problems. Always check first, if possible, and try not to make assumptions if you see the same textures being used by different designers.

Webtreats ETC – A huge choice of textures are available at Webtreats, which are great for all kinds of creating.

Photoshop Brushes – A wide range of brushes, textures, patterns, gradients, etc., that are available for Photoshop users. *Note* Each designer sets a different agreement, please be sure to read which creative license they specify.

deviantART – Probably one of the best known of art sites, many members offer free licensed or Creative Commons work. *Note* Designers set different license agreements and you will need to check carefully, or ask directly if you are unsure, before using it in your own work.

Other places worth looking at for free resources are Flickr and Wikimedia Commons.

In the Part 2 post I will be writing about other advanced techniques as well as the use of alpha layers for clothing and avatars.

Making Prim hair – Part 2

A quick revisit to the subject of making prim hair, as I had a very helpful comment left on the blog.

I’m glad to point out a newly written guide by Vanish of tgib. The post features handy advice on working with textures and prims for your hairstyle creation and has a male hairstyle to give you some ideas: Making hair – a starters guide.

V’s blog is well worth a good, in-depth, look around as he gives lots of useful advice on building and making in OpenSim along with more technical information on setting up your virtual world. Also, he generously offers a range of files that are free to download and use.

Thanks again V for all your time in providing these resources and guides for beginners!

Uploading an avatar skin to OpenSim

I decided to write this post after receiving a reader’s question on how to upload files to make into a completed skin in OpenSim. My reply included a description on how to do this, but I think it’s something that needs an expanded post.

I learned how to upload files and make a wearable skin in Second Life; it is one of those areas where an assumption is often made that everyone knows how to do it. To help those who haven’t put together an avatar skin before I’ve written this tutorial.

The same basic method applies for other grids and viewers (as far as I’m aware).

I’m using the Starlight skin .psd files made by Eloh Eliot and working in Photoshop CS3. For OpenSim I’m using the Imprudence viewer.

This tutorial is for people who have some Photoshop experience rather than the complete beginner.


When you are happy with your skin and want to upload it take the following steps:

1. Check the image size of your Photoshop files. If they are set at 1024 by 1024 pixels you’ll need to resize them. You can upload this size but it will make a large file, which is not very efficient, and could be slow to rez in-world.

Resizing your skin files to 512 x 512

Resizing your skin files to 512 x 512 (Image 1)

2. In the Image Size dialog box resize the Face, Upper and Lower Body files to 512 x 512 pixels. (Image 1)

Then go to Save As and save the Face, Upper and Lower Body files as Targa (.tga) format. (Image 2)

Saving as Targa (Image 1)

Saving as Targa (Image 2)

The next dialog box to open will give you the choice of saving as 16, 24 or 32 bit (Image 3). To make sure that the Face file is uploaded with the transparency information, select the 32 bit option. You can save the Upper and Lower Body files as 24 bit – if you have not added any Alpha Channels when modifying the files.

Saving as Targa (Image 2)

Saving as Targa (Image 3)

Face/Head template files usually contain an Alpha Channel and only Targa (.tga) and Portable Network Graphic (.png) file formats are available in virtual worlds to recognise the transparency information. People also use the .png file format for saving skin files. I use Targa as that’s what I’m familiar with but it’s what works best for you.

3. You do not need to save your .psd files at the 512 x 512 image size. If you are using the original files, and not saved copies, I’d recommend against it. If you want to come back and make changes, or create a new skin, it is harder to do detailed work at this smaller size.

4. Now that your files are saved it is time to upload them. Login to your grid or region and find your favourite spot to do some appearance editing.

Uploading and making your new skin

1. Go to File, then the Upload menu, select Upload Image and choose the Face, Upper and Lower Body .tga (or .png) files. (Image 1)

Uploading your skin in OpenSim. Image 1

Uploading your skin in OpenSim. (Image 1)

Depending on your viewer, you can choose to do a preview of each file before you upload it. To look, go to the ‘Preview image as’ and then use the drop down menu to see the file as it will look on an avatar. (Image 2)

Uploading skin you skin in OpenSim. Image 2

Uploading skin you skin in OpenSim. (Image 2)

Those with free uploads, or viewers that have free temporary uploads, can skip the preview if you wish.  Once the files are uploaded they will be saved to your Textures folder.

2. The next step is to make a new skin. Open your Inventory window and go to Create, located at the top of the window. Select New Body Parts and then select New Skin. A new skin will appear in your Body Parts folder. Rename the skin as you choose, then double-click or Command click (Mac)/Right click (Windows) on the name to wear it. Don’t panic on finding that it is a default Ruth skin! The next steps should fix that.

3. When you’re wearing your new skin go to the Appearance window. Choose the Skin tab listed under Body Parts. (Image 3)

Making the skin in the Appearance window. Image 3

Making the skin in the Appearance window. (Image 3)

The Skin window will show three grey boxes with a black cross in them, on the left hand side next to the sliders. These are the Head, Upper Body and Lower Body Tattoos. This is where you will assign your uploaded skin files to the new skin you’re wearing.

Make sure you have the ‘Apply Immediately’ box ticked, so that you can see the files as they are applied to the skin. Click on the Head Tattoos box. Another window will open where you can look for the uploaded skin files in your Inventory. Find the Face upload, click on the name and then click on the Select button. Now the upload will appear in the Head Tattoos box and on your avatar skin.

Repeat the same process for the Upper and Lower Body boxes and then press Save. You will now be wearing your new skin with the uploaded files.

I hope that this will be of help. Enjoy your new skin!

Making prim hair – Part 1

In this post I’ll be giving some links to tutorials on how to create your own prim hair.

Prim Hair

First to mention is this tutorial on Creating Prim Hair written by Natalia Zelmanov (the owner and designer of Sirena Hair in Second Life)

This tutorial is not the sole method to create prim hairstyles but it does offer a clear, step-by-step process in four parts, which is very useful for a beginner. After many searches on this subject; these tutorials from 2007 remain as, possibly, the only complete resource that has been written about making prim hair which is still available online.

Due to the time these tutorials were written at they do not feature the use of sculpted prim parts. Also, the tutorial uses a script to create multiple, aligned, hair prims. This is called LoopRez 0.6, a free and full perms script.

LoopRez 0.6 is available in a L$0 pack, placed in a tutorial section, at the Sirena Hair sim. If you are a current Second Life resident you can visit to pick up your copy. The pack also includes notecard help and sample hairs to work with.

For Open Sim users and others who’d like to cut and paste the script: the LoopRez script (modified to include a root prim by Lum Pfohl) is available at this SL wiki page.

Some personal notes on using this tutorial.

It took me several goes to get into manipulating hair prims, especially the re-sizing steps in Part 2 of the series. This was because I wasn’t taking my head shape into consideration. If your avatar’s head shape is irregular, larger or smaller than the average 50 head size in the Appearance slider window, than you will need to compensate for that in your editing. Alternatively you can edit your shape, but, I prefer to work with prims rather than the Appearance sliders.

This is a picture I took after about twenty minutes of editing from the basic aligned prim shape. My test hair needs a lot of work but, with thanks to Natalia Zelmanov, you can learn the basics to start on making your own hair from scratch.

Prim hair editing from Natalia Zelmanov's tutorials

Prim hair editing from Natalia Zelmanov's tutorial series

Also to note: for the above tutorial it is recommended to edit your hair on your avatar, using a pose stand, but if you don’t find this method useful try rezzing it on the ground (once all the prims are linked!). Some hair designers and people with experience in editing prefer to have better camera panning of the interior and exterior of the hair. You will need to finish editing it on your avatar for the best possible fit.

In searching for more information on prim hair creation I came across this archived forum post, 10 steps to making prim hair. This is dated from 2007 so, again, doesn’t feature sculpted prims.

A drawback to this post is that the hair images which were linked from Arikinui Adrea’s website are no longer displayed. I have not tried making hair from the guide myself but I include it here as other people might find it useful.

Making Hair Textures

When it comes to creating your own hair textures there are a few tutorials. These are easy to find by a search but some dead links do show up listed on people’s blogs. Here are a few active ones that use Photoshop:

Creating seamless hair textures in Photoshop by Hazel Kyrgyz

Hair texture tutorial by twiddler2

How to create a hair texture in Photoshop – Second Life wiki

I hope all the links and tutorials will be of help to beginners and budding hair designers. Have fun!

Creating avatar skins – Part 2

In Part 1 of this series; I wrote about some of the options and guides for beginners to learn about creating an avatar skin. Part 2 moves on from that to cover a free resource: Eloh Eliot’s Another Skin templates.

Many people have heard of these and, indeed, there tends to be a general view that everyone knows what they are. If you are new to virtual worlds or have never tried your hand at creating then you probably won’t know about them. I was aware of the name for some time but didn’t know exactly what they were for about two years.

Eloh Eliot was (as far as I am aware) the first person from Second Life to create and then make freely available, complete, full body, female skin templates. Complete, in this context, means that they come with a base skin texture and shading/highlights on the face, upper and lower body. The head template has eyebrows, eyelashes and make-ups which are pre-prepared and all are fully modifiable and customisable.

They can be used, fairly easily and quickly, to create a skin to replace the Ruth avatar default you have in OpenSim. They can be a training resource for developing your own custom skin design and they are also available to be used commercially.

Eloh Eliot’s work is an amazing stand-out in the realm of free resources, not just because of the good, professional, quality of the work or for the amount of time she has put into making them convenient to use. Quite simply, no other creator at this time offers the same kind of flexibility in this particular area.

How do you use them?

If you visit the resource page for Another Skin you will find three female skins that are currently available to download. One of the older skins – Untitled, comes as layered Photoshop (.psd) files only. The two most recent skins, Starlight and Pleiades, are available for download in Photoshop (.psd) and Gimp (.xcf) file formats. Starlight is also available to download in Illustrator (.ai) file format.

Two of the skin generations listed are not available to download at this time (which, sadly, includes the experimental male skin mods).

The files all come with a license and I strongly recommend, out of courtesy to the creator, that you read them or visit the FAQ page to understand the required usage.

Once you have downloaded the files to your computer it is then entirely up to you how you modify them. If you want a straightforward female skin to replace your default avatar skin this can be easily achieved, usually within a few minutes for an intermediate/advanced user, in the graphics programme of your choice.

Whilst the site has no in-depth tutorials; it does give a guide on how to change the presets of the Starlight skin in its .psd format. This is helpful as, with this skin generation, you have a choice between 2 nose and mouth shapes as well as preset make-ups.

Other resources?

There is one other thing I’d like to cover about female skin templates, particularly as it is referred to on Eloh Eliot’s site. A similar resource for female skins did use to be available which were completely free and modifiable. They were also created by a Second Life resident, Sezmra Svarog, and called the Splendor skins.

Sezmra Svarog was originally a creator for her skin and clothing business called Nora. In 2008 she closed her business and made the Splendor skin templates, as layered Photoshop files and wearable skins, a free resource via her website and at a specific sim in Second Life.

Skipping forward to the present day – it appears that they are no longer available in those places (there is no reference to them in the creator’s Profile info either).

At the time of publishing this post; I do not have any information on why the Splendor skins are no longer available. It is entirely possible that the templates and skins that were created are still sold or distributed free of charge by other people.

*Update* 22/12/10 It appears that the Splendor skin.psd files are available to download from a resource website called ZeroTerminal.

ZeroTerminal also hosts downloads of the Eloh Eliot templates and mods of the skins, made or uploaded by site users, as well as other free resources. You do have to register with the website to login and download and it is aimed at Second Life residents.

I would like to point out that, personally, I haven’t registered to use this website. I don’t know the people who have set up this site and there doesn’t appear to be any information on their Second Life identities, real life details or any contact info, so please use your own judgement. A final caveat – to quote from a comment by one of the admins, GateOn: “Even though I watch out copyrights as much as I can, I don’t accept any responsibility for any item I am posting.”

Unfortunately, skin templates and their derivatives can be a subject that causes a huge amount of confusion (and some no small amount of drama at times). To assist with recognising the Splendor templates I’ve included an image of the Head .psd file and what Sezmra Svarog wrote about using them.

Splendor skin by Sezmra Svarog - Head template

Splendor skin by Sezmra Svarog - Head template

From the Read Me text included with the .psd files:

**You are free to use these files to create your own skins for your Second Life avatar, no matter what Grid you are using it on.

**You are free to alter these files to create your own skins in order to resell them.

**You are NOT encouraged to redistribute these files, commercially, as is.  Please don’t take advantage of others – it may return to haunt you.

I hope the above will be of use to anyone who does come across the Splendor files or skins for the first time.

In my next post I will be writing my very first tutorial on how to use the Another Skin – Starlight file in Photoshop, from download to uploading to OpenSim.

Creating avatar skins – Part 1

As mentioned in the previous post (First visit to an OpenSim region), your OpenSim installation does not include any avatar assets beyond the standard Ruth avatar. This is the first post in a series about resources and information to develop your own wearable items and create your own look.

For many people; the first, and most basic thing, about the appearance of a newly-created avatar is being able to wear a skin and shape that matches your personal preference. Skin design and creation has developed into a sophisticated affair and it is one of the more challenging areas when it comes to a DIY approach.

The basic skin (or skins dependant on which virtual world library assets you’re using) provided for your avatar rarely tend to be the ones that you stick with throughout your virtual life. If you’re building your own virtual world with OpenSim your appearance may or may not be the first order of priority, but if you want your avatar to have a specific personality some work is required.

Before going further into this subject there are a few relevant things to point out.

If you’ve come from a grid where there are a wide variety of skin designs then you’ll need to be realistic about what you can achieve as a beginner.

To create good quality skins, whether they are photo sourced, hand painted or both, takes knowledge, practise and the right tools. If you haven’t had any previous design experience or worked with the avatar mesh then, please, bear in mind this will take time to learn.

Expecting instantly achievable results to the same level of whatever you have seen or worn previously can set you up with an unfair hurdle. Whilst resident in Second Life some of my favourite skins came from creators such as: Gala Phoenix, Launa Fauna, BettiePage Voyager and Tuli Asturias. If you have heard of these creators, or are aware of their work, you will know that the development of their skin designs was not overnight.

Everyone has to start out somewhere.

Read, research and decide what kind of skin you’d like to aim at creating. There are a lot of options: you can create your own, personalised, skin texture from scratch. You can use free licensed templates that include a base skin. You can learn to hand paint details or to blend in photo source elements. You can use 3D programs to create highlights and shadows.

You can also purchase various templates for skins, shading and make-up design. However, I will not be covering these as it can, sometimes, be hard to determine the source files used or, alternatively, they come with very specific End User License Agreements (EULA).

Rather than repeat what more experienced people have written; I’ve included a list of links which I’ve read and might be of help for an overview. The following links are all based around creating for the Second Life environment and are some of the most well known of guides. It is necessary to point out that two links are to posts that were written in 2007 (Natalia Zelmanov and Nicola Escher). This information is quite sufficient for OpenSim usage but it may not cover specific up-to-date details and changes.

Seshat Czeret – The theory of Second Life skin and clothing

This post covers the essentials to understanding how clothes and skin layers work and comes with links to tutorials that Seshat Czeret has written. A good place to start with if you are completely new to clothing and skin making.

Natalia Zelmanov – Creating Goth Avatar Skin Part 1

This post starts a basic but helpful guide on what you need and what steps you can take to make an avatar skin. Worth reading if you have never used the avatar templates or tried to create a skin. The guide makes use of Photoshop.

Nicola Escher – Creating a Complete Avatar Part 1

This post is an informative guide rather than a step-by-step tutorial. Parts 1 and 2 cover the planning and general points of creating a custom character avatar. Worth noting is that this refers to several processes, and software, that are aimed at intermediate to advanced users, so if you are a complete beginner it would be better to start with the other two links.

I’d recommend all of these blogs for further reading as these generous and knowledgeable writers have covered a lot of subjects and have links to other information and resources.

At this point you may be wondering why, as I did initially, with all the resources available there are not more recent reference materials about developments in making skins.

At a guess I would conclude a few reasons play a part; over the last three years there has been a shift towards video guides and tutorials, rather than blog posts, which mostly appear on YouTube. I hope to cover some of these in the future.

There is also the likelihood that more recent information is available on specific forums. This is not always easy to find, if you don’t know where to look, and does mean having the time and patience to read through various threads and responses to find what is useful to you.

Overall, avatar skin design is a highly-developed commercial area. In common with most other businesses – if you have worked at methods of design and signature style over months and years, you do not give away that information lightly.

There is, however, one hugely popular and well known free resource site and in my next post I will be writing about it: Eloh Eliot skins.