ITEM APPLICATIONS
Physical item applications are items that can be obtained in game that allow for physical alterations to be made directly to the Felvargs official import image.
Can I apply cosmetic items during the upload/approval process?
Yes you may! Just remember if you are applying items that obscure the design, that you have to include a file without the items present so that the full design may be judged.
SCARS
Scars are a cosmetic item that allows the Felvargs official import image to display its battle wounds. These battle wounds can be from actual happenings or entirely made up based on the Felvargs backstory/history. Scar Kits come in two sizes, a small scar kit and a large scar kit.

Each Scar Kit is intended to appear as the same wound, avoid spreading out different scars when applying a single scar pack.
Scars must appear as a fleshy tone/color similar to that of your Felvargs flesh tone. (
Unnatural flesh colors will be sent to corrections.)



Each
REAL SIZE trunk above will work as a sizing chart when applying physical scar wounds. Once your scar is created simply
overlay the appropriate scar kits lifesize version over the official sized import image to determine which size kit you will need, or if you will need multiples.
Examples of good scar kits in use:

Fairy zooms past, "watch out!":
Note: The above two examples
'Teddy and Billy', notice how both Felvargs have alterations done to the lineart
along side their scars.
Any alteration to the lineart must be done using a single accessory. Scars cannot create these effects. For example billy, an accessory must be used for each alteration (tail, spine, mouth wound), as teddy uses multiple accessories to apply his alterations (tail, missing leg).
PAWPAINTS
Pawpaints allow for a
physical customized paints to be added to your Felvargs official import image.
Paints should be natural in appearance. You can review this guide here for more details on how paints can and can't work:
Design Guide: Pawpaints
Pawpaint shapes must remain natural in appearance and cannot be unnatural objects
. (Building/television/coffee cup.)
Try to avoid extremely unnatural colors, just as colors of a neon variety.
A single pawpaint item can consist of 1-2 generally natural shapes/areas.
The paint must be in the same general area if multiple shapes.
Paints cannot cover more than 30% of your Felvargs import image in total.
Paints should not be
too similar in color to the base coat or fall on the same swatch as the base coat. It should be easy to distinguish as paints.
Paints should not be used to replicate a marking/create a marking filler, or give the impression that a marking is on a Felvarg.
Paints should be used solely to add symbols of a relatively vibrant color. The color should stray from those similar to the bsae coat, or could be mistaken as a natural colored marking. For example, using paints to create brown dirt stains on a Felvarg's body can appear to be a variety of markings, or appear to be a marking filler. Using an accessory to add actual dirt could be used instead.
In general, paints should be easily identifiable as paints because of their unnatural appearance on a design. This can be helped by using colors that aren't natural to the base coat and by using symbolic shapes that clearly do not represent a marking of some kind.
These shapes can include pawpaints, bands, or streaks that symbolize a crest or warrior paint.
Pawpaints should be a symbol or otherwise easily identifiable mark on a the Felvarg. Avoid any marking like positions such as tipped or 'dipping' the felvargs physical mutations (such as mohawk) in paint.


The
REAL SIZE palette above will work as a sizing chart when applying physical pawpaints. Once your pawpaint is created simply
overlay the palette over the official sized import image to determine how many pawpaints you may need. Paints cannot cover more than
30% of your Felvargs import image in total.
Good examples of a pawpaint:

Bad examples of a pawpaint:

Examples of good pawpaints in use:

ACCESSORIES
Accessories are used to apply custom items to a Felvarg's official import image, or otherwise make alterations such as docking ears or making weight adjustments.
Physical item applications are a great way to customize your Felvarg even more.

Physical item applications should not exceed 35% coverage on a Felvarg.
Accessories must appear
natural, avoid things like say a baseball cap.
Absolutely no growths.
Accessories can be used to apply companion items that the Felvarg has currently applied officially.
Accessories may be used to visually represent weight if you would like to have your Felvarg above or below the average.
(visually altered weight can reflect in import information as well, adding and removing an additional 50 pounds to the usual restriction.)
Ouch! A little different from scar packs, accessories may be used to dock ears, tails or even limbs
(Felvargs cannot be missing more than 2 limbs).
Note: Member may only dock up to
50% of a Felvargs Tail.
Note: Cropped ears cannot remove the ear entirely. Some form of the ear must still be visually present.
Check out our more in depth guide on accessories!
Design Guide: Accessories
If ink staining is being applied, then it should be on top of the lineart and have a clear texture. They are items being applied after all!
Accessories should not be used to replicate the horns physical mutation. Unless it is clearly decorative (sheep/goat skulls, antler crown, moose horns clearly attached to another item, etc), adding horns to appear like "natural" horns should be avoided.
All item applications that include a dock, alteration or companion must use an accessory for each application.
Examples of good accessories in use:

Bad examples of accessories:
This Felvarg thinks he's a cool cat with those shades and kicks. Where in Ulfrheim would he get these?? They're only possible in his dreams.
EYE MUTATION KIT
Eye Mutations alter our Felvargs' eyes, they remove the color restriction all together and allow for other mutations to happen.
These mutations are otherwise illegal.

Eye Mutations
remove the usual color restriction from eyes.
Eye Mutations allow for
complete and partial heterochromia.
Eye Mutations allow for 2-3 different major colors for the eye. Anything that has more colors may be sent back to corrections.
It will allow members to
remove the pupil/allows the pupil to be another color other than
black.
Allows for a subtle
glow/illumination of the eyes.
However, this glow can only show on the visible side of the Felvarg's face.
Eye mutations allow for a redirection of the eyes gaze. This means that gazes direction can change from the default position, such as to the right, and even show the whites of the eye. Eye Mutations cannot create rainbow eyes, alter the shape of the pupil or create extreme illuminations/glows.
Good examples of an eye mutation:

Bad examples of an eye mutation: