This will be the final update for Enlades. During a break from posting in the last three months; it’s become clear that myself and Thom no longer have the time and involvement in Second Life or OpenSim environments to continue with the plans we originally had for further guides and tips.
One of the things that you learn is how swiftly these worlds can change and how people can come and go with the speed of light. We’ve been fortunate to have seen and shared many incredible events and experiences over nearly five years. It has been a pleasure and passion, for the last two years, to share our own and others’ methods and ideas to make the creativity, imagination and usage of virtual worlds accessible. Our posts will remain in place for the foreseeable future, to offer suggestions and help to people who have yet to explore the richness of virtual environments.
We would both like to thank our readers and the people who we’ve come across, spent time with and been inspired by. The world-building and the people willing to give their time, knowledge and friendship has been an amazing journey. One that we will not forget as it has enriched our lives and given us many opportunities that would have been difficult, if not impossible, to discover elsewhere.
The inspiration will continue to be passed from mind to mind and that is no small thing to achieve. This is how worlds change and grow, as well as the people within them.
Thom Lunasea with mesh coffee cup (image from Second Life)
This blog post tries to provide information to those who are looking for a starter tutorial on preparing mesh models and getting them in-world.
Mesh models, just like sculpted prims, are created outside of the virtual environment using third-party software and imported in-world by uploading the model in a particular format. The only file format currently supported is COLLADA, which uses the .dae file extension. Most professional and free modelling software have support for exporting 3D models to this format. Over these guides, we will use the popular and free Blender software to illustrate the process of modeling, texturing, exporting and importing the model. Continue reading →
Blender model render by Belochka Shostakovich (partly based on a great tutorial at BlenderCookie by Jonathan Williamson. I ❤ JW!)
An announcement for our readers: Thom Lunasea is currently planning and writing what will be an ongoing series of posts on creating and uploading mesh objects.
It’s a subject we’re both still learning, so covering rigged mesh is not possible as yet, but we hope that the posts will provide useful information. The tutorials will be based in Second Life but are meant to assist residents of other virtual worlds where similar mesh capabilities are supported.
The first post will be on how to use an enabled viewer’s upload screen for an unrigged mesh object. Thom will be providing a download of a simple object he has created, licensed under a non-commercial Creative Commons license, as part of the tutorial.
We’re both looking forward to exploring this subject further!
In Part Six I’m looking at the official viewer for Second Life: Linden Lab’s V3 client. There are different versions available from Linden Lab for development viewer betas and others that focus on Inventory management or Market Place delivery functions. This review is for the main stable release: 22.214.171.124931.
Eloh Eliot - Another Skin Resources for virtual worlds
This is the first part in a short series on how to use Eloh Eliot’s Starlight skin templates for virtual world avatars. Basics 1 covers downloading the template files and changing the skin tone.
Please read the below disclaimers first.
This is a Photoshop-based tutorial (CS3) produced on a Mac. There are similarities when using Gimp, so you can follow this tutorial as a general guide. I’m unable to offer detailed advice for Gimp as I haven’t used it.
This tutorial is just one method of making very basic changes to the skin templates. It doesn’t contain any advanced techniques on skin making (hand-painting, photo source, 3D baking etc.,).
All the Photoshop files used were designed and created by Eloh Eliot of Another Skin. These files are not my own work and I am not an experienced skin creator. I am unable to answer any detailed technical questions about how they were made. These files do come with a license agreement which I strongly recommend you read before you using them. MIT License
This might seem an obvious statement but for any readers who are not aware: the Starlight female avatar skins are depicted asanatomically correct. These tutorials are meant for a mature audience who are comfortable learning and working with anatomically correct template files.
From Part 4 onwards I’m going to be looking at viewers that are based on V2 or V3 code. Linden Labs launched Viewer 2 in 2010, bringing a new look to the User Interface and new functions to Second Life.
This review will be looking at a third-party viewer based on V3 code: Exodus.
In this review I’m looking at the well-known third-party viewer Phoenix. Originally I’d intended to review an older version but decided to try the more recent 126.96.36.1990 release. This is the team’s development to offer mesh-viewing capabilities.
I started using an older Phoenix version in 2011 when I became interested in some of the features that the Imprudence viewer did not have. Using this mesh-enabled viewer is a new experience for me. So, let’s take a closer look.
This is a review of a third-party viewer I’ve used extensively in SL and OpenSim regions. Imprudence 1.3.2 release was made available in early 2011. As this post is image intensive, please continue to read after the cut.