I like Slink and I’m playing with making clothes for my Slink Body, attached mesh and applier type clothes. So, I’ve been hoping this update would provide a bit better help for the applier clothes. Nope.
For Second Life, I do a high poly first design. Not as dense as his dragon head. But, I don’t do a load of sculpting. But, for my starting work, I am concentrating on appearance and fit. Then I do a retopo for my SL high poly where I concentrate on reducing poly count. I use this for the first two and sometimes three SL LoD models. Then do another retopo for the 3rd or 4th SL LoD model. So, these tricks will be way handy for me.
The last time I published anything on Blender Retopo was 2012-13.
This video is about how to use AvaStar and the Slink Developer Kit. If you notice the file name in the top menu of Blender you’ll notice is says: …\BentoVersionMarch2017\… My kit is labeled March 2016. So, to me this means an updated kit, which would be great as the current one is a bit of a PITA.
The video was posted to YouTube May 19, 2017, last Friday. In it Siddean Munro uses AvaStar2.0.30 and Blender 2.78. AFAIK, the latest versions are 2.0.45 and 2.78c… with 2.79 getting close to release. Continue reading →
The idea of baking mesh avatars has been a subject coming up in the Content Creators UG over the last couple of weeks. The idea is to change how mesh avatars work. If you don’t understand how a Classic body layers work now, this may be confusing. I’ll try to sort it.
Starting back a couple of years, the Lindens added Server Side Appearance baking (SSA). The Classic avatar is made of three separate parts; head, upper body, and lower body. The parts allow layering of textures placed on the Classic body. Sort of like sticking decals one a top another. Continue reading →