intended audience:
- Creators of “sculpted prims” for Second Life and similar environments
- Blender noobs (no/low level skills)
prerequisites:
- download: blender (2.46 or newer, 2.49b recommended)
- download: primstar (1.0.0 or newer) by Domino Designs
- tutorial: Blender primer
related tutorials from other sites:
- none
Downloads:
- High quality video download sculptedPrims.wmv
Transcription
Welcome to our first blender tutorial. We want to show you how you can create sculpted prims for second life using blender. And besides this we will also show you how you can create surface textures for your sculpties.
We assume, that you have already downloaded blender and you got at least some experience with the
blender user interface. Furthermore we will assume that you use blender version 2.46 or newer (we recommend blender 2.49b)
Special thanks go to Amanda Levitsky who has provided a very good tutorial giving us a fair amount of
insight. But at the end it was the solution provided by Domino Marama, which we found the most convenient of all. Domino has created some very nicely working scripts and we are going to use them in this tutorial.
So let us begin by installing these scripts now. The scripts are available from domino’s website. The most recent version is available under the product name primstar
Note, that the most recent version of primstar has got a massively improved GUI. Unfortunately primstar faces some problems running on Mac OSX.
Once you have downloaded the zip file, you will have to extract the contained scripts to the blender scripts directory. If you are running on windows, this usualy can be found at
c://program files/blender foundation/blender/.blender/scripts
After you have installed the scripts, start blender and you can begin your sculpty art work right away. We have choosen to create a safety helmet which is very easy to make.

So we can concentrate on the technical part. We will use blenders plain and simple “out of the box” configuration in this tutorial. So let us first remove the default cube object by pressing ‘x’ and then click on, ‘erase selected objects’. Now we are ready to create a new object by clicking:
SPACE -> add -> mesh -> sculpt mesh.


A dialog opens where you can choose among 4 different sculptie types, namely sphere, torus , plane, and cylinder.
We recognize that a helmet is almost equal to the half of a sphere. So, here we go and begin our work with a full sphere, and then transform it until it looks like the desired result. We can make our life easy. Let us load a picture of our helmet. For this purpose click on
VIEW -> background image
A new dialog box opens. Here you verify that you want to “use background immage” . Now you can click on the upcoming load button, and select a background image from your hard disk. We have provided a picture of the helmet in this tutorial, so we are going to load it now.
Here it is. Let us now move and scale the object a bit.

Note, that a sculpted Prim always contains exactly 1024 vertices. Not less. and not more. Exactly 1024. The predefined sculptie shapes can in fact only be sculpted and bended but the mesh itself must be kept unchanged. But we will show you in a minute how to create a half sphere without changing the mesh topology. (remark: With Domino’s Script we have more freedom, since his algorithm automatically creates the correct sculptie maps, even if the source object has got “a wrong mesh”. We do not know the exact implications of this, so we will investigate this in our next tutorial)
Our object is currently seen from the top. Let us change this so that we can see the sphere from the front. This is achieved by clicking on
VIEW -> front.
Maybe it is time for a little more practical information about the blender user interface. You can select all vertices by pressing “a”, on the keyboard.
- Pressing “s”, enables scaling up and down, in parallel to the mouse movement.
- When all vertices of an object are selected, you can move the object by pressing “g”. The object then follows your mouse movement.
- Stop moving by clicking the left mouse key.
Now we will take care of the lower half of the sphere. I will select proportional editing using the “connected” mode. This will move all selected vertices plus all vertices which are nearby.
Please check that you also have disabled the button, “limit selection to visible”.


Now i select some of the vertices at the bottom of the sphere and move them straight up, using the keyboard keys: g z .
I can change the deformation range with the page up, and page down keys. Do you see \stress=yes how the sphere gets deformed?
Now it already looks like a cap. We will make a few more changes until the helmet shape is finished.
- You also can limit the scaling to one axis only. If you want to scale horizontal, press: “s”, followed by “x”, which constraints the scaling to the x-axis.
- If you want to move the object along the x-axis, use the key “g”, followed by “x”.
You see here, how all these functions operate in concert.
- By pressing “b”, you can select only one, or a few vertices. You will click the left mouse button, and hold it down, while dragging over the screen.
- Remember: if proportional edit mode is on, moving the selected vertices
will also move all connected neighbours. The range of influence is controlled
with the page up, and page down buttons.
In a few moments we will have finished the sculpted prim. Then follows, what people normally find to be the most complex part in sculpty production: rendering the UV texture.
We promise, it has become very easy now. It is only one additional click away. Honestly. But we want to give you some more usefull details before.
since we are going to work with UV maps now, it is a good idea to also open the UV-image editor. We show you how to create a split screen, so we can see the UV map and our object at the same time.
This will become very handsome in the next part of the tutorial, but hold on.
- First move your mouse button to the upper part of the screen until you see a double headed arrow key.
- After pressing the right mouse button a small window appears.
- Select “split area”. a vertical line appears and follows your mouse movement.

- move the line around until you have found your preferred split point,
- then click the left mouse button.
- Now you see two windows showing the same content.
- In the right window go to the “window type selector” and choose the UV image editor.

And now comes the magic part. Go to
Render -> “bake second life sculpties”.
Your sculpty map appears in the right side window. You can scale it up a bit to see some more details.
And now finally open the image sub-menu and save your map to your hard drive.
Now it is time to inspect the just created sculpty in second life. Be sure you use lossless compression, Otherwise your sculpted prim might look a bit broken.

Please send us your feedback to the SL forum at http://forums.secondlife.com/showthread.php?t=257428 .
Thank you for reading,

Gaia and Hussayn
Hello and ty for this tutorial – I’ve instal Jass-2 and I can’t export the sculpt map to Sl. In the phyton consol I’ve got this message
Could not add property to object
‘noneType’ object has no attribute ‘addproperty’.
I built my object using the jass basic sculpt then press render bake sculpt mesh but nothing .
Does somebody can explain please – thank you
That looks to me like a mixup between older and newer versions of Domino’s scripts. Have you installed older versions of the domino scripts (release 0.5 and lower) into Jass2 ? This would be fatal! Jass2 has got primstar-1.0.0 ready installed. There is no need to install anything else!
Or maybe you have created blend files with older versions of the scripts and now reopen those files with Jass2 ? Although that should work it still may be the cause of the problem.
Did you start with a sculptmap created by the primstar add-sculpt function ( SPACE -> add -> Mesh -> Sculpt Mesh) ?
Where do I get the background images for this? They aren’t in the stuff I downloaded from the link http://dominodesigns.info/downloads/second_life/blender_scripts.zip. and i’m not seeing any other links for image downloads.
Sorry, we do not offer the background images due to copyright issues. Please google a background image of your choice and use that as a template.
You should’ve pulled some of the polygons from the top of the helmet down toward the brim. When Second Life renders sculpties, it renders the most detail where the most polygons are and this hat requires the most detail at the brim. This is why when your sculpty map was uploaded, the brim looks bulky and not as sharp as the object in Blender.
DM – If your were responding to my “holes” question..the sculpt actually looks okay. The black spots aren’t just at the top or the bottom of the UV map but sporatically all over the map, regardless of what I make. So..Im not quite sure what Im doing wrong. I assume I’m doing something wrong.
In the Bake menu of Primstar, ensure that you have checked “Clear”, “Fill” and “Finalize”. If you want to know, why, look at my reference guide http://blog.machinimatrix.org/2009/10/30/primstar-bake-mesh/ I am not sure, if Domino has allready created the “official reference”, i could not find it on his website. Maybe one additional word here: If you wonder, where the black holes come from, then you need to understand exactly what the baker does. In fact the baker does not just translate vertex coordinates to image pixels. It does much more. For instance if you choose to bake to a smaller or bigger image, the baker does not simply interpolate the existing color map, but it recalculates the mesh (as far as i know) and from there it recreates a new image. The hole process is very complicated and it took Domino Months to get it working right. But now it works really well!
I hope, that information helps you a bit ?
THAT fixed it!! Perfect. Thank you so much
In the version of Blender used for the tutorial the option “fill holes” was avaiable. I dont see that option on the newest version and, you guessed it, I have holes (black spots on the sculpty map that will be imported to SL). Do I need to fill these? Is there a way to do it?
When I bake the dialog screen that pops up (Primstar 1.0.0) has a much larger dialog box then the tutorial. I’ve tried a few combinations but Im not getting the “rainbow” texture necessary to upload to SL. Could you post the required selections on this dialog box?
This explains the basics of the bake popup:
http://blog.machinimatrix.org/2009/10/30/primstar-bake-mesh/
This is the beta version of the remake of the tutorials for primstar:
http://www.vimeo.com/8504087
This is not fully finished and i want to release it only after the whole series is completed… But the prerelease might serve as an intermediate solution…
have fun
I watched the beta tutorial. Perfect !! I also had to check the drop down menu under the created sculpt map texture and make sure it was on “cylinder”, otherwise the map didnt show. By watching the video closely and comparing my screen to yours I saw the problem. LOVE the videos !! I think I’ve used just about every sculpt program while avoiding maya and blender because they just looked to difficult. You’ve made them easy!! Brilliant. Thank you so much.
Thanks, your tutorials are really great
I have installed blender V 2.49b with primstar V1.0.0
But one thing is confusing me though; after creating the initial sphere and switching to front view in edit mode, your sphere seems to have about 32 vertical edges, mine only seems to have 8. As a result, although I am able to create a rough cap shape, but probably as much due to lack of skill as lack of vertices, I don’t seem to have the fine control, for creating the cap peak.
What is the best way to increase the number of vertices, and is it necessary or do I just need to improve my modelling technique?
Also I noticed that unlike the sphere in the video which appears solid, my sphere consists of a semi-transparent sphere with a solid sphere inside, what could be the cause of this?
Thanks
Primstar uses Subsurf-mode by default while the old scripts did only use Multires-mode (this is what you see in this video tutorial). In subsurf-mode the vertices are more like control points for the final mesh. And this is why you see a ghosted smooth grey Shape “inside” the mesh which is controlled by the mesh.
When you finally bake, the baker takes care to create all necessary vertices.
Note, that we are currently replacing all videos by updated versions. The new “sculpted prims” tutorial is already available as a beta for review see http://www.vimeo.com/8504087 and it describes how to start to get productive in subsurf mode (which is much more user friendly than the multires-mode)
Hi Gaia,
Thanks for the quick response and the pointer to the beta video. I am still not completely clear as to the difference between subsurface and multires modes, but the beta video was a great help and I had no trouble making the hat and importing it into SL.
I am really impressed at just how much time and effort you and your team have put into creating these tutorials. They are really incredibly well done. I can’t wait for the rest to be updated, but I suppose that I shall just have to be patient
I have the same problem as zacko and bumstead: “face has no texture values”,
Traceback (most recent call last):
File “”, line 543, in
File “”, line 515, in main
File “”, line 390, in updateSculptieMap
RuntimeError: couldn’t load image data in Blender
Anyone care to reply?
thx G. btw great tutorial..
okay got rid of my errors … works fine now
keep on doing this great tuts…
How did you fix it? I’m getting the same error too… i also get “RuntimeError: r, g, b, or a is out of range” when i bake my sculptie. Before, all my sculpties where baked perfectly fine. now as my scuplties get more complex i get this error…
Please look here: http://blog.machinimatrix.org/2008/07/12/the-blender-installation-guide/
The tutorial explains exactly how you can create your own scripts folder and how you inform
blender where to look for it.
have fun
Gaia
I am having trouble i went to the website downloaded scripts i went to c/ drive to install but i see no folder that say blender script. So i made one not sure if that is right or not and i went on to watch the rest of the video when it say click space bar and then add then mesh then scuplties i do not see that choice either can someone help ty i am so new to it
At last a tute aimed at enthusiastic newbs – thx very much. This all makes sense to me. Ok, so what will i create … ??
Thanks ever so much for these videos! I’m new to Blender, bought a book on it…but, these videos are great! Would you do one for making high heel shoes in SL?
The last 2 minutes of this video will help:
http://blog.machinimatrix.org/2008/07/12/the-blender-installation-guide/
if not, tell me more about your operating system and your blender version.
Gaia
That did the trick, thank you so much! :3
Hey I have a problem, in my program files I lack the directory for scripts for some odd reason, how might I go about fixing this?
Sorry Gaia I had each tutorial open in seperate tabs and posted the comment in wrong tab, it was meant for the texturing tutorial. And unfortunately no that doesn’t help I understand how the shapes work and the transparency of the reverse face, I’ve created an object with a plane by rotating vertices it’s basically a box with detail added by moving surfaces in and out of the main shape, but when using the unwrap method in the texture tutorial it doesnt work correctly, someone in the texturing tutorials comments said they had same problem then replied they had figured it out by doing seams properly but didn’t explain what they had to do differently and I’m going insane trying to figure it out =*(
I’ll post more comments in the right thread from now on sorry again!
This tutorial is amazing, very clear and very newbie friendly! The only problem is this method only works for spheres, it doesn’t work for planes which just my luck is the main base mesh I use for most things. When selecting faces it will only select one side no matter how the camera is rotated, I’ve tried unwrapping one side of the object then rotating camera and then unwrapping again but that just removes previous unwrap and selects only a couple of faces from the previous camera angle not the one I had just changed to and Ive tried other things but getting nowhere, it’s very very irritating. I know you have already spent a great deal of time creating these amazing tutorials but could I please beg for one like this but for planes?
Technicaly planes do have one side only. You can proof that by importing a plane into Second life. then look at it from both “sides”. You will see, that from one side the plane simply disappears. Hence you can not sculpt or texturize the “backside” of a plane.
Our approach works for all sorts of meshes though. I wonder why you are doing an unwrap here anyways. Are you refering to the texturizing tutorial ? Then again: You can not texturize the backside of a mesh… SPheres happen to have only an outside, while the inside is irelevant in that case.
Does that help you ?
cheers,
Gaia
A very quick answer (this is a copy from my answer in this thread: http://forums.secondlife.com/showthread.php?p=2317700#post2317700)
if you want to enable “multires” then Disable Subsurf. If you want to get fiull control over all vertices,
Koelle Alaaaf
))
go to multires level 3. generally Subsurf modus creates better results, but gives you less options to
move the vertices…. hiope that helps. more next week… contact me inworld if you like. And now back
to Carneval …
1.) Why only 72 vertices ?:
When you create a sculptie, SUBSURF is enabled by default.
Furthermore SUBDIVISION LEVEL is set to “2″
Now what you call “the ghost object” is a virtual surface which is manipulated
On the other hand, you can not manipulate your ghost on a vertex level. But this is the price for automatic optimised LOD…
by the 72 “vertices”. In fact, when baking time has come, it is the “ghost object” which will be baked. And it HAS 1024 faces when you have used the default settings during creation time of the sculpt map. The good thing about using Subsurf is, that you almost can NOT fail with LOD. So your Sculpties will become automatically LOD safe and that is a good thing
2.) If you want to get back to the “old style sculpties”
Then during creation of your sculptie disable “SUBSURF”. And you are back to what you have seen before. Your Multires is back and you can work out your sculptie as you have
done before.
Now for the sculptie baking:
3.) I must admit that i do not know very much about the new options. So i keep them as they are and just klick on OK and i get the expected results.
one additional hint:
You can change the image , to which blender bakes the sculptie maps. But you can do that only when your 3D viewer is in edit mode. Then you can just go to the UV-editor, create a new image (preferably of size 64*64) and from now on the baker bakes to this new image.
Of course you can bake images of an arbitrary size (just create an image of 16*16) and your sculptie map still works … or make it 256*256 and you get a big map (although it does not help you very much. In the general case you should stick with 64*64 sizes sculptie maps)
Nevermind! I deleted ~/.blender, ran blender to rebuild it, extracted the scripts and now it matches up with the tutorial perfectly. I think I had some old files hiding in that subdirectory from a 2.45 or 2.44 install that was breaking things.
Time to get cracking on some sculpties in greater detail!
Greetings and thanks for putting these together. I’m using the latest scripts and Blender 2.46 (now the RC version, but both versions give me the following troubles). For some reason, when I select add/mesh/sculpty, the resulting dialog box pops up with X faces 8, Y faces 8, Subdivision Lev 2, Use Subsurf and Clean LODs selected instead of Multires Level 3 as displayed in the tutorial video and your screen shots. To clarify, there is no Multires option on the little popup.
I was wondering if one of you experts can fill us noobs in on what values are possible here. I’m assuming the script was updated since the videos were made.
As far as the steps go, all these have served me very well. I can ALMOST do the work flow without having to peek, but with the 8×8 shapes my baked textures tend to end up a bit distorted due to all the hammering I’m doing on so few faces! =)
Great tutorial! One suggestion: make sure the “poles” of the sculpty are aligned with the top and bottom of the helmet, I could not figure out why I could not get the shape right on the helmet until I noticed that the sphere has a distinct top and bottom. Great work! =D
it did not appear to be inside out. it appeared normal. it was just a piece of it seemed to be beyond the prims bounding box. I ended up starting the whole tutorial from scratch. LOL. I was able to finally get everything working right
I guess a nights sleep was all I needed
Ive seen the way inside out prims look in SL.. some of the freebie maps Ive bought over time have that inside out effect.. like some of the ones in the library are that way. I saw a tutorial somewhere where someone explained how some of the older maps are liek that because SL changed the way sculpts are oriented on the axes or something… but my prim looked nothing like an inside out sculpt.. the top part was perfect. the outside was outside… the inside was inside.. I could tell because the inside part is not as round as the outside from when I tucked it in at the begining of the tutorial. It was literally as if someone took a knife and CUT it off just above the brim.
@allan: go to the UV-editor. there select all vertices (you need to be in edit mode and multires must be disabled)
then “s x -1″ which means “scale” along the “x” axis with a scale of “-1″ which effectively mirrors the uv map along the x-axis. export again and the inside-out effect is gone. How this happened ? You flipped the sides of the helmet inside out somewhere in the whole process of sculpting. that can happen occasionaly. Mostly it happens without you noticing it, except you exactly know to a high detail what you are doing. Just flip the UV map horizontally as explained above and reimport the new map to SL> the problem should have gone.
have fun
Hello. I posted this under the primer tutorial a few minutes ago before I realised I was in the wrong window:P so Im re posting it here where it belongs.
I have been working on these tutorials for about 18 hours straight. lol yes im obsessive.
but I have noticed that when I rez the sculpt in world. the bottom half disappears, except when I am REALLY, REALLY, close.. with my cam right on it filling the whole screen the missing parts will flicker back into view. when im am in stretch mode with the white squares you push and pull to scale the prim…. ( you can always barely see a hazy box around the prim when in stretch) I can see that those parts that disappear.. are OUTSIDE that edit box. the parts inside rez perfectly… its just that it seems to be partially outside its bounding box. How can I fix that? and would I have to start over?
orcan I fix the sculpt without having to start over.. and end up redoing the whole projection map stuff for the texturing in the following totorial?
I’m having the same problem as Zacko, occasionally the sculpt will just fail to export entirely. I have found that sometimes I can save the scene as a .blend file, restart blender, and then it will work, but not always. It tells me to check the console, and I get this error:
Traceback (most recent call last):
File “”, line 543, in
File “”, line 515, in main
File “”, line 390, in updateSculptieMap
RuntimeError: couldn’t load image data in Blender
anyone care to comment? This has been driving me nuts for weeks.
p.s the error that shows in the console is “face has no texture values”
I agree with every who has wrote on this wall, the tutorial is perfect. however i do have a problem! Every other creation i have tried baking as a second life sculptie has not worked. For instance i designed a wheel to use on a car in second life but when i try baking nothing shows in the UV editor screen. Sometimes it makes me choose a sculp type (sphere, torus etc) and other times in says python script error but other way I can’t bake anything else for secondlife use. I know the information I have given does not go in to detail about the python script but can some one help me please?????
Awesome tutorial!! I am having so much fun going thru them all now. I am so glad Gaia and Hussayn and whoever else is involved took the time and effort to do these tutorials. I was on the verge of giving up and just not knowing what was possible then finding your tutorials gave me enough info to start experimenting and learning. You all rock!!!
Vin
@highlander: The background image of the helmet is under copyright, so we can’t publish it. But i am sure, there are enough even better examples available. Just a hint: The left side is a mirrored copy of the right side of the helmet. I added the text “jass” using an image editor, and then i used this as input for the texturing video.
Very good tutorial and we appreciate your efforts in putting these together. Where can I find the background image of the helmet? Thanks.
Hi, Precious;
Concerning background images: background images can only be seen in top/front/side view. As soon as you move the viewing angle a bit, the background images will be discarded, but they come back as soon as you go back into top/side/front view. Maybe this is what causes your problem ?
Concerning the .blender directory. The location of this directory depends on how you have installed blender. I recommend, that you watch the “instaling blender tutorial”. There we describe a way to install your personal scripts-directory. This allows you to install different versions of blender on the same machine, yet keep your scripts at one place, and never loose them when you upgrade blender.
Good luck
To the above, I got the scripts to work. I had to use winzip and just put the address of where I wanted the files to go there, then it made the .blender folder for me. So all the scripts loaded up.
Also, when you said put the scripts in C:\Program Files\Blender Foundation\Blender\Blender\.blender\scripts that is supposed to already exist. It doesn’t for me. I am using blender 2.47. I am not allowed to make a .blender folder either. So I made my own folders to see if that would help, still nothing, the scripts didn’t work. I put them in the main directory, still didn’t work. What am I doing wrong?
I can’t get ANY background image to show up. I am in top view. I have tried jpg bmp and png which is used in the tutorial. I have tried 1024 x 1024 500 x 500 and even smaller, nothing. Any suggestions?
Dear Hussayn,
Thank you so much for your reply.
I saw same answer in your blog.
And I made transtated contents in japanese language.
I made some images and comment for my blog. Because newbie to blender will need some image with easy explanation.
But, the original contents are yours, and I wrote down that explanations in my articles, give links to your site.
I appreciate so much for your contents!!!
They are so usable and nice!
Followings are links to my articles which refers to your contents.
————————————-
1)Sculpted Prims with Blender ( 27-June-2008 )
= http://tonbo.slmame.com/e292589.html
————————————
2)Surface Textures for Sculpties with Blender ( 30-June-2008 )
= http://tonbo.slmame.com/e293656.html
————————————
3)Precise Sculpties: “Level Of Detail” ( 4-June-2008 )
= http://tonbo.slmame.com/e304116.html
————————————
By now, 3 articles are released.
I think that movie versions are better for user, but I can’t speak and make any voice contents.(*^^*)
I hope japanese users will see my blog, and then, come to your blog.
So, they will understand what you mean in video with my help contents.
That will make the users confortable and helpful.
And more, they will see newer articles in your blog!
Thank you so much!
@salticandy
Hi, sorry for the late answer. We have absolutely no problem if you want to translate the transcriptions of our videos. We would only want to know, where the translations are located on the web, so that we can link to them and we would want to get a backlink to this blog here.
Another option would be, to create translated voice overs. If you send us an mp3 or wav file, we can edit the videos and release them on this blog.
Hi, Willi;
thank you very much for your comments.
Your first remark about the vertex count is correct and we already published a corrected video version a few days ago. The text version has not been updated yet. so i will take care about that now
Your secnd remark is also valuable. We originally intended to release a zip file containing all files we have created/used during the video tutorial, but we decided not to do that, mainly because we want to avoid any potential copyright violation. Hence the wording is a bit missleading. It should be “we used the following picture” instead of “we provided …” I will take care of this too.
We expect to release newer versions of the tutorials once in a while. All improvements to wording and videos will be added as they come in and your remarks will find their way into the tutorials
thank you again for your time!
Hi!
Great tutorials, they are easy-to-follow and it’s a great idea to also provide transcripts of them.
Two comments on this particular tut:
1) It says: “Note, that a sculpted Prim always contains exactly 1024 vertices.”
Should it not read “1024 faces” instead of vertices? When I use Domino’s template sculpt meshes Blender reports having 1056 vertices and 1024 faces.
2) It says: “We have provided a picture of the helmet in this tutorial, so we are going to load it now.”
It seems that I cannot find the mentioned picture of the helmet. Anyone?
Otherwise: Keep up the excellent work!!
Thanx so much,
Willi
Hi!
Thank you so much for your valuable contents foy user to make sculpties with blender!
It is so much fun and amasing!!!
So, I have a fevor to you now.
I introduce some blender topics and show same technics to make sculpties in my own blog. And also, I recentry introduce your website in my blog.
So many people who want to make sculpties in secondlife appliciate your site, and more people want to read your contens in our native language.
Would you allow me to translate your contents in my bog?
So, when I publish my japanese contents, I ofcourse make links to your website(becouse your tutorial videos are so much valuable! I want many user to see them!) and write that my japanese contents refer to your original contents in english.
Thank you.
Thank you so much your quick reply.
I will try to my own version of the textual tutorial.
Because they need much more fine explaination , i think.
regards, Joy
Hi, Joy Kurosawa
We can do two things:
1.) You can provide us a japanese sound track (voices only). It should be exactly as long as the video, the format may be .mp3 or .wav . Since we do have the production files, we can easily assemble a japanese version of the video and post it here in this blog (refering to you as the translator)
2.) You can use the pics in the text tutorial and create a japanese text version and post it in this Blog (refering to you as the translator)
If 2.) does not proof feasible, you still can create your own version of the textual tutorial, release in your own blog but refer to our blog for reference.
regards, hussayn
Hi, What a nice ! Thank you very much.
I explain ” How to make a Sculpture Prim in Blender” for Japanese beginners in my Blog.
They are not good at English and CG technical terms.
I really want to introduce this site and script for Japanese.
well…I would have to need them into Japanese…..
So how do you think ?
Hey, people, GREAT WORK. I Love this tutorial so much, and I really support you. Hope there are going to be more of these.
Thanks a lot!
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