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Blender Primer:
Sculpted prims I (model):
Sculpted prims II (texture):
Sculpted prims III (model):
Sculpted prims IV (texture):
The Primstar:

Meshes I

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.

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Meshes II

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!

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Meshes III

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.

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The skinner

Mesh Show Case for rigged Meshes 

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Second Birth

Mesh Show Case for rigged Meshes

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Avastar: -2- Add Cloth textures

Hello and welcome again. Today i will show you how to add cloth layers to Avastar.
We are going to add materials and create multiple texture layers.

But first i will show you how to apply already existing textures
for testing on the Avastar mesh, right in blender,
and right before you import to Second life.

 

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Avastar: -3- Mesh tools

Avastar has a number of tools to help working with custom mesh:

  • You can rig your mesh easily to an Avastar Rig
  • Avastar can transfer the weights from the default SL Avatar  to your Mesh (as initial weighting)
  • Weight copy tools for “copy from other mesh”, “Mirror copy from opposite bone”, “Copy from any other bone”

The video shows an old workflow. New Avastar Releases are used slightly differnet. A rework of the video is planned.

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Avastar: -6- Weighting

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…

 

 

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Kettle Quest

  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…

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The Shoe Quest (Work in Progress)

Modifiers at work

This tutorial shows a workthrough from modelling up to  optimization and texturing.

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ShoeQuest I: Preparations

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

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ShoeQuest II: Box Model

Chapter II: Create the basic shoe shape

  • I will use the Grease Pencil to point out where i want to have extra edges and more or less face density.
  • I will construct a very basic 3D box model for our shoe.
  • I will introduce the mirror modifier and explain some quirks about vertex poles and face loops.

From UV Map to multiple Textures

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.

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Coffee Cup Tutorials (Part I, Base elements)

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.

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Coffee Cup Tutorials (II: The Model)

Hello and welcome to my coffee cup tutorial.
I will show you how to make a very simple cup by using plain blender.
this part of the tutorial includes the modelling basics.

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Coffee Cup Tutorials (III: Upload to SL)

 

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 .

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Coffee Cup Tutorials (IV: UV Mapping)

 

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.

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The Basics of Texturing I

Right click, Save as pump.obj
Abstract: This tutorial is about how to cover a 3D Mesh object with colors, patterns and images to get an appealing look. This process is commonly named “texturing”.

During the course of this tutorial i introduce a very common technique called UV mapping. I will cover only the very basic principles. I will use a Pump as my working object.

Although the tutorial is made with Blender-2.61, most of the content is also applicable to any other mainstream 3D editor.

You can download the pump.obj under the CC BY-SA license.

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Basics of Texturing II (Excursus to Second Life)

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.

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The Basics of Texturing III

abstract: We now want to add some more complexity and add different color to different parts of our object.

In this chapter you will learn the basics of UV mapping and texturing.

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