About 5 years ago I was testing the various models available for use in Blender and comparing them to the SL default avatar. Now Gaia of AvaStar has done that for you. Check it out.
I think it is really nice to have this information. But, there isn’t much use for it. Mesh clothes built based on the default avatar are simply never going to fit well. The sliders will always change the classic avatar and mesh clothes at different rates.
The classic avatar use morphing. Mesh clothes use rigging. Those two things respond differently.
However, the AvaStar model will get you as close to a match as is possible.
The question keeps coming up in the SL Forum, what is a mesh body and why won’t my clothes show? I am so confused… Yeah, I can see how that would happen. So, I need something I can link them to. This is the ‘something’. I’ve tried to keep it simple for noobs without 3D modeling experience.
To understand Classic and Mesh avatars one has to understand Second Life™ has a history and understand some of the basics of 3D modeling.
Mesh & Classic Avatar 2017
SL Started in 2003, 2004 depending on what you define as ‘starting’. It started with a basic avatar that evolved over time. That is the Classic avatar. It is still with us.
If you take off everything you can take off your avatar is wearing, you are looking at the Classic avatar. You can click the top menu Developer (press Ctrl-Alt-Q to reveal the menu item if it isn’t showing)->Avatar->Character Tests->Test Male/Female. This will set your avatar to the very basic (Classic) avatar known as Ruth. Continue reading →
The Blender-AvaStar combination is still the least expensive entry point for making clothes, animations, and avatars for Second Life™. Blender is free and awesome, if difficult to learn. AvaStar has sold for US$27 for, I think, a couple of years. So, a price increase is to be expected.
It’s Oh So Quiet
At the end of March 2017, the price of AvaStar will increase from US$27 to $40 for the full version and yearly support from $14 to $20. So, if you have been on the fence about purchasing AvaStar, now would be a good time. I plan to update my support package. See: AvaStar Pricing. Continue reading →
Making stockings for the Classic and Slink legs has some challenges. One is understanding how to get a straight edge at the top of the stocking. I’ll explain some of the oddities between Second Life™, Photoshop, Blender, Classic and Slink.
Classic UV Map: Slink and Classic
The frustrating oddity is dealing with avatar templates. Slink and Classic are not compatible, close but a problem.
In the image, look in the ‘A’ section, there is a copy of one of the Robin Woods templates made for the Classic Avatar. I’ve used Photoshop 3D to paint some lines on it.
If you have drawn a straight line across the 2D template assuming it will appear straight on the avatar, think again. I knew it wouldn’t work as I’ve experimented before. Continue reading →
There are things I had for my classic avatar that I can’t find for my mesh avatar. There are some classic stockings that had great lacy tops and topped out at just the right place on my legs for my mini and mid-thigh skirts. I’ve not found similar stockings for my mesh body. So, I am making them.
There is a lot to learn. The Appliers are simple enough, but one does have to figure them out. See my tutorial for making Slink Hand’s nails. It isn’t difficult. But, it is different.
Next is the challenge of using Photoshop to make the textures. I once used Multi-Chan Hax to handle the SL Avatar UV Map Seams… But, that is 2011 tech and I haven’t tried it in PS CC 2017.
I have PS CC 2017 with a 3D capability. It can paint across the UV Seams in 3D mode. Easy… sure…
However, PS 3D is NOT intuitive. I am tempted to say Blender is more intuitive than Photoshop’s 3D. So, I’ve been going through tutorials and watching videos. They never seem to answer the questions I have or solve the problems I am running into.
But, I did find one that I think is way helpful. So, here it is.
The CrazyBump normal maker talked about in the video is a US$99 retail app. There is a demo video on the site. It is impressive. The site is VERY small, almost nothing to read. If you an analytic personality, it isn’t enough.
However, CrazyBump has been around for a while. I first downloaded it in 2013, v12. It is now version 122.
Mesh development is shaking down into some common methods. This tutorial covers how to make Slink Nails using 2017 information. Section headings will give you an idea of what you can skip and what you need to read based on your experience level.
If you are totally new to Second Life™ there is a lot to learn. I am only touching on the parts needed to make nails for Slink Hands. Other brands of hands are similar.
Make Your Own Slink Finger Nails – 2017
Classic verses Slink Mesh
In 2013 Linden Lab, owner of Second Life (SL), added a feature we call ‘mesh’. Prior to that all things in SL were made of primitives, shortened to ‘prims’. Technically everything in SL is a primitive and made of mesh.
What we call mesh is a particular type of primitive just as a cube or sphere is a specific kind of primitive. While everything in SL is made of mesh (press Ctrl-Shift-R to see it), we only refer to things made in Blender, 3D Max, Maya, and other modeling programs and then imported to SL as ‘mesh’, more convenient than rational. Linden Lab® added the mesh prim in 2013. Continue reading →