Accessories

# Course Introduction

Here is the production sheet for accessories. First, please refer to the [Basics of Creating Avatar Items](/docs?postId=588%7B%22target%22:%22_self%22%7D) to understand the basic concept of avatars.

# Preparation

Adobe Photoshop is required to produce items. Install the software and then download and open the file below. $$attachFile {"name":"Avatar_Cap_C1.psd","url":"https://mod-file.dn.nexoncdn.co.kr/storage/Avatar_psd/version4_230221/Avatar_Cap_C1.psd"} $$ $$attachFile {"name":"Avatar_Cap_C2.psd","url":"https://mod-file.dn.nexoncdn.co.kr/storage/Avatar_psd/version4_230221/Avatar_Cap_C2.psd"} $$

> Tip We recommend making accessories within 120 x 120 pixels based on the avatar's feet. [png](16769485559327fc72cf03aca4128998b423540c3e049)

# Production Sheet Description

The accessory sheet is divided into gray, yellow, and red layers. The gray layer has a data folder for image datafication, an avatar body layer to help with the image creation, and a line layer for guidance. All gray layers are locked, and no modifications are required while working. The creator can draw the actual items in the yellow layer. The red layer determines the priority between the cap and the hair.

> Tip If you edit or delete the names of layers, you will not be able to register the item. Never change the layer names.

### Gray Layer/Red Layer

  1. data folder: A data folder is required for the datafication of items. It does not affect image production. 
     * data:origin: This marks the center of the data with a red dot.
     * data:type:Cap: This indicates the data type.
     * data:use_zmap_preset1: The images that form an avatar are produced by being piled in layers. The structure is to pile the images of clothes, shields, and weapons in layers in a sequence based on the avatar's body to produce the avatar's various movements.  
Zmap is a file wherein the heights of each sprite, separated by items, are organized in order.
  2. guide_layer: This is an avatar's sample body. The internal rule is that the bigger the number attached after the layer name, it places below.  

     * guide_backHairBelowCapWide_samples_94 and guide_backHairBelowCapNarrow_samples_95 are the samples for the wide and narrow hairs depending on the hat shape.  
[png](16457811937535becc03a37664135889302106c115bff)
  3. (Red layer) data:vslot:Cp: The red layer is a concept only for hats. The vslot layer in a hat file plays a role in determining whether hair or hat takes priority when the two overlap. [png](1677032925906d8d5e7d2d4fc4919abdd056f95e86764)



### Yellow Layer

The creator draws the actual accessory on the yellow layer.

#### Accessories in Front of Hair (Avatar_Cap_C1)

  1. case1.front: This contains a layer to draw the front of the accessories and front view samples of normal hair and pressed hair. 
     * edithere:cap_cap_34: This layer lets you draw the front of the accessories.
  2. case2.back: This contains a layer to draw the back of the accessories and back view samples of normal hair and pressed hair. 
     * edithere:cap_backCap_92: This layer lets you draw the back of the accessories. [png](1677033049022e937abd5539d482db48c27edb17f2f5d)



#### Accessories in the Back of Hair (Avatar_Cap_C2)

  1. case1.front: This contains a layer to draw the front of the accessories and front-view samples of normal hair and pressed hair. 
     * edithere:cap_cap_34: This layer lets you draw the front of the accessories.
  2. case2.back: This contains a layer to draw the back of the accessories and back-view samples of normal hair and pressed hair. 
     * edithere:cap_backCapAccessory_118: This layer lets you draw the back of the accessories. [png](167703307307804e247f40f174b1291de064b6b72eacb)