I wouldn't mind having them for stargirl, if only so I have a reference to build it all again in photoshop.
I'll try to describe what he said a little differently. For a particular scene, lets say Stargirl's spanking scene, I import all of the images that have been ripped out of SU that pertain to that scene into photoshop. I then move them all around until all of them are in the correct location for the scene.
Then to build the layered image, I re-export those png's in the more optimized png24 format built into photoshop to reduce file size, but I leave the x,y of each image the minimum amount to contain the entire scene... basically this means if there is a png of just a mouth that is 50x200 pixels, but the scene is 1500x1000 pixels, the output png of that mouth will be the 1500x1000 pixels, just most of it is transparent.
Then I don't have to do any x,y offsets when I build the layered image, because each image in the layer is exactly where in needs to be already and all of the scene images are exactly the same size.
This methodology is 'easier' and I'm all about 'whatever works for you', but I do copule of extra steps here. Essentially, my workflow:
1)Position all of the body parts onto a canvas in Photoshop, lining them up and double checking the alignment against the HD asset pack artwork as needed for positioning.
2) Once ALL of the body variations and such are in the same file, I change the image size (using a calculator) to upscale by 5% (or more or less if the height info conflicts with the DCAU wiki or whatever) for conversational sprites, and also other sprites to take full advantage of the 1920 x 1080 'default' window size.
3) Do adjustments to various layers/create new layers as needed to fix imperfections, create variations of existing parts for other costumes, etc.
4) Save this 'master file' so that I can revert as needed to the saved version.
5) THEN, I decide which groups I need. Once I've done this, I'll hide everything except for that body part (head, right arm, hair, whatever) that I'm working with. Then I crop the image to fit every variation of that body part, with a couple of transparent pixels as a border just because, so that I'm not saving a bunch of unnecessary pixels.
6) Save each part one by one, choosing a suitable name that makes sense that 'links' it to the other body parts in that group for that particular pose/conversational sprite.
7) Revert to my saved version, and then pick another body part, rinse and repeat, voila!
So the main difference here is me 'cropping the canvas to the minimum size needed to 'fit' each piece in that sprite group, and then using the 'Revert to last save' or going back to the point in the Photoshop history just before I 'crop' the image each time. Sure, this means that I need to find the 'manual positioning' for each sprite group in relation to the upper left corner of the 'body' sprite, but it saves pixels. As I said though, to each their own!
A quick way to get a ballpark on the positioning is to figure out how much you cropped the 'y' dimension for the main body sprite (i.e. the top 300 pixels or whatever) and then figure out how much higher/lower your current crop is vs. the 'top of the neck where you cropped the body sprite'. Dragging a 'guide' or two into your canvas at your body crop point (x and y really) can give you a 'target point' to figure your offsets. I.e. if the left arm is extending say 75 pixels to the left of where the body is cropped, there's your xoffset...
This sounds more complicated than it really is. The 'guide' idea I should use more. I'm about to save a bunch of Mercy sprites, so yeah I'll be doing that!