#01 Preparation for PSD Import


    Sample files

For the following guide, you may download the sample PSD file of the girl illustration.

The layer structure of this PSD file is designed for Live2D usage. You may use it as a reference.

http://res.live2d.com/res/manual_data/lets-do-it/quick-modeling/ai_psd_sample.psd

Also, this page provides the PSD file of the other template model "Epsilon" .




    Prepare your own model for Live2D usage

Let's begin with preparing your own original character's image.


For this instance, find a character image that is facing directly forward like our sample (above).

The size of yours do not need to match the sample's, but you want to have one that is about 1000px ~ 1500px.
Your Live2D model will have the same size as your PSD file. 


IMPORTANT! : Use sRGB color profile
For this instance, your PSD file must be in sRGB. Click here for details.
Otherwise, the color may change upon importing into Modeler.



    Divide up the texture material

To make a suitable texture material, let's move on to the layer separation procedure.

The following images show segment of the template sample on the left and replacement sample on the right.
You will notice the equivalence translation between two art styles as we move on.


IMPORTANT! : Align to the template model 
The more refined the alignment of your model to the sample, the less followup retouch required later. It is possible that most of the inherited movements apply to your model successfully upon replace. 


【1】Division of the eye texture materials
Live2D では開いている目のパーツを使って、閉じた目を表現することが多いです。
The eye segment consists of four layers (image below).

1-1. Eyelashes
These parts are meant for making the eye closing movement.
With them splitting up, you will have move control over the deformation.
Making the eye close will be easy with each piece of eyelash performing individually.
 

1-2. Eyelid
The role of the eyelid pieces are to hide up the eyeball and eye white as the eyelashes shuts down or the eyeball moves around.
Since Cubism 2.0 has not yet implemented the layer clipping function, this method is necessary. 
 

1-3. Eyeball
As the eyeball will be moving in all directions, make sure that there is no missing segment of the sphere.
Separate the highlight bits from the main piece to enhance the performance.
 

1-4. Eye White
For this part, fill up the missing center area behind the eyeball.
 


【2】Division of the mouth texture materials

For the mouth, divide up the lips and make up the inner part.

2-1. Top and bottom
Duplicate the sealed mouth outline to create the top and bottom lips.
The lips shadow and highlights should also be separated for better result.

 


2-2. Inner part of the mouth
Visualize the tongue and teeth when the mouth opens.
 


【3】Other parts of the material

3-1. Facial contours
Make up the face texture that is hidden behind the hair.
 

3-2. Eyebrows
Adding shadow to the eyebrows for even better result.
If your eyebrows may overlap the eyes, prepare extra pieces to hide up the eye components.
 


3-3. Nose
The nose is simple.

 


3-4. Ears
In some cases where the side-hair is thick, ears may not be drawn. (Such as the template sample)
It is safer to make up the ear area that is originally hidden behind the face contour. 


3-5. Cheeks
Prepare a dash of cheek blush with a highlight spot would be great.


【4】Division of the hair texture materials

4-1. Front bang / Side drops
Hair that drops down on two sides of the face is classified as part of the bangs category.
 

4-2. Hair Back
The sample model "Epsilon" has an alternate variation of the hair back.



【5】Division of the body texture materials

5-1. Neck
Make up the drawing to extend the neck up to about nose height. 



5-2. Body
If your character has accessory on the chest, separate it to give it elaborate movement.
Otherwise, merging with the main body piece is fine, too.
 


5-3. Arms
The arm pieces should be laid behind the body piece.
Extend the arm by making up the missing drawing to avoid exposing the broken end.
 



    Merging layers

After dissecting your character image into parts, combine the outline drawing layers and the color layers.

IMPORTANT! Rules of PSD importing
・Confirm that there is no repeated layer names
 Modeler takes the name of the layer as reference to each drawing object.
 Having two layers of the same name may cause confusion to the model's user.
 To avoid the trouble, let's use unique names for every layer.

・Layer attribute "Normal" after merging
 Layer attributes such as the "multiply" effect do not get carried over to Cubism Modeler, resulting a different color.
    Make sure that all the layers are using "Normal".

・[Opacity] and [Fill] 100%
 The layer's opacity and fill values should be at 100%.
 Be careful especially towards layers that are often half transparent, such as the cheek blush.

・Outline layer and Clipping mask layer
 There should only have one layer per body part. For each part, merge the outline, clipping mask, and color layer together.

・Layer masking is not supported
 The mask you use in your PSD will not be carried over to Cubism Modeler.  Apply the mask layer to a base layer.

・Color mode "RGB", color profile "sRGB"
 Make sure that your PSD is in RGB color mode.
    Also, the color profile should be using sRGB, otherwise the color would be off. 















 


A script for Photoshop to automatically merge your visible layers is available.
Click here to go to the download page.


IMPORTANT! : Naming technique that is easy to read
There is no constraint on layer naming. However, as you import your PSD into Modeler, the names of your layers will become names of your drawing objects. It is suggested to keep the name simple and literal. (Image below shows the resulted "Parts" name inherited from the imported PSD)



    Cleaning up the canvas

For the best result, make sure that there is no tiny pixels of paint that is almost invisible.
Modeler will pick up those unneeded pixels upon importing the PSD, and thus allocate meaningless polygons to those pieces and corrupting the quality of your texture. 
As a prevention, utilize the lasso tool to round up and delete possible pixels in open areas. 


A script for cleaning dirt from your PSD file is available.
Click here to go to the download page.

You have completed the PSD preparation. Good job!