The tutorial shows in easy steps, how to create an arbitrary mesh with blender and export it as a Collada-1.4 file for usage in Second Life. We assume, that you have basic knowledge about the blender user interface. But we still provide enough background information, so that even blender newbies can follow the process. The tutorial works best with Jass-2.3 (either pub or pro), but any blender 2.4* version up to the release 2.49b is suitable.
The tutorial shows in easy steps, how to upload a Collada-1.4 file to Second Life. This part is independent from blender. The only prerequisite is to have a Collada-1.4 file ready to use. Note that you are obliged to take care about license policies. Your best choice is to only upload your own creative artwork to Second Life!
abstract:The tutorial shows in easy steps, how to refine the mesh created in Part I and II of this tutorial series. We try to make the initial object less blocky, yet preserve sharp edges where necessary. And we will show how you can add up to 8 textures to different parts of your model. This video only shows how to define the “texture faces”. The actual texturing starts in the next part.
So you came here to learn more about weighting? Then you have found the right place!
If you are not comfortable with rigging and with the details of the Avastar armature, then i recommend to first watch the Avastar Rigging tutorial
There are a couple of manual and even automatic possibilities to create good weight maps for your rig. The first and most commonly known tool is the weight paint brush. You find it in the tool shelf. Here you can select between add, subtract, blur, and some other brush types…
This tutorial covers the transition from “making Sculpted Prims” to “Making Meshes” . My intention is to give Sculpty makers a set of guidelines. These guidelines shall help you to decide when to make a particular object as a Sculpty or as a mesh.There are a lot of different aspects to be kept in mind, like Prim costs, behaviour of LOD, physical interaction properties, visual quality…
First and most important, this is a tutorial based on Blender-2.5. I recommend you download 2.59 or newer. I have chosen to create a simple Pump. I could have used a sketch of a shoe as a background image. But i found a better way to start. I will use a character made with the MakeHuman character editor as my reference model of a human foot. And i will sketch the shoe using the Grease Pencil in Blender
abstract: In second life Meshes can have up to 8 texturizable areas, so called texture faces. And each texture face can be assigned to a different texture. So, we do not need to put all texture information into just one single image. But how can we configure Blender to create a separate texture for each of the object’s texture faces? In this tutorial i show you how to achieve that.
hello and welcome to my basic mesh tutorial series. well, this is mostly a tutorial for Blender 2.62 and i will use this program throughout the course of this tutorial. However, i believe that a lot of what i cover here is not limitted to Blender, but is valid for other 3D content creation tools as well.
In Second life open your Inventory. Then click on the plus sign, then upload, model. A file selection browser opens. Locate your coffee cup collada file, and select it. Now the Secondlife mesh importer opens, and you see your coffee cup in the Preview area .
This chapter is about mapping textures to model faces. i will explain the basics of UV mapping in theory. If you first want to see UV unwrapping in action, then you may want to jump right away to the next chapter. And get back here later if necessary.
Abstract: In the first part of this tutorial i have shown how to add a simple material to a model in Blender and customize its specularity and color. In this excursus i show how you can get a similar result in Second Life.