Don't like black? Wish she was a bit more.... spider-ish? Well then DERIVE IT! Make your own version, and even sell it the catalog for a small markup over my original, and you can keep the extra profits for yourself! You can express yourself AND earn credits at the same time. How's that for a sweet deal? You'll need a full account on IMVU, as well as a copy of Previewer. You can find out more about Deriving on the IMVU's Education Center. Below are the templates you'll need to get started:

This is the texture used on the Mask. Use this for simple changes like color:

This is the Wireframe layout of the Mask. Use this if you want to create an entirely new skin from scratch. This is something that should only be used by more experienced derivers and artists:

Here is the Specular map for the Mask. A Specular map is a gray image that defines how reflective an item should be. This only works in IMVU Desktop and IMVU Mobile, and has no effect in IMVU Classic (as of March.2024):

Here is the Normals map for the Mask. This image defines the height effect of the Texture map. DO NOT alter this image directly. If you wish to make your own custom Normal map, please look further below. This only works in IMVU Desktop and IMVU Mobile, and has no effect in IMVU Classic (as of March.2024):

When I make a Normal map, I start out with a grey version of my Texture map, with just the shadows and highlights. Consider the basic level of the surface to be 50% grey. Darken your image to drill down, and add white to build up. You can always get a basic Normal map just by making a copy of your basic texture and removing all color. This is what the Blade and Handle Normal map looked like before altering:

You shouldn't use the grey image by itself though, as this can cause visual problems. You need to convert the image into a proper, blueish Normal Map. I suggest you download a copy of Gimp, the image editing tool I use for all of my advanced materials. Under Filters > Generic you'll find "Normal Map...". In the settings, I suggest you use "Flip X" and "Flip Y" setting and set the scale to 12.

This is the Texture map for the Eyes:

This is the Wireframe for the Eyes:

This is the Texture map for the Outside of the Hood:

This is the Wireframe layout for the Outside of the Hood:

This is the Specular (Shine) for the Outside of the Hood:

This is the Norm map for the Outside of the Hood:

This is the Preprocessed Norm map for the Outside of the Hood:

This is the Texture map for the Inside of the Hood:

This is the Wireframe layout for the Inside of the Hood:

This is the Specular (Shine) for the Inside of the Hood:

This is the Norm map for the Inside of the Hood:

This is the Preprocessed Norm map for the Inside of the Hood: