Recent news gives promise to the idea that one will be able to model outside the Second Life viewer in a more traditional 3d application and import to the grid. This has always been possible for at least a year with Jeffrey Gomez’ Prim.Blender and Blender, but while Jeffrey’s work is a technical achievement nonpareil, I’m not a fan of Blender and it wasn’t an easy process for complex models.
Recently, though, some projects have been quite encouraging, including, of course, sculptie prims. Even more exciting are some of the complex models that can be created using sculpties and a recently created uber sculptie exporter for Maya: qLab.
Also on the horizon is a new script from TU Delft that will aid in importing complex models from Maya.
The TU Delft Second Life working group has now written an import function for doing this from Maya. So now all technically drawn objects such as buildings or cars can be converted in one go into Second Life.
Update: just saw this weblog post from last Autumn over at eightbar about a Sketchup importer. Looks like it’s only useful for very simple models and doesn’t appear to have been enhanced any further. (via Vint Falken).
Many thanks to Deutsch translator extraordinaire Paradise Tavoularis (SL) for translating the last four of my tutorials into German. I think there’s a burgeoning Second Life presence over in Germany, so hopefully this will help the new clothing designers get started. Can’t wait to see some German style!
The full set of tutorials in German:
Einführung: Wie mache ich Kleidung für Second Life?
Euer erstes Hemd in Second Life
Die Alphakanal-Fibel: Transparenz in Second Life
Ein Tattoo in Second Life erstellen
Wie man eine Schaufensterpuppe erstellt
Also, thanks again to Annalena Goldblatt who translated the Mannequin tutorial.
I noticed recently that Linden Lab still has not fixed the individual template downloads on their templates page to include the UV Map layers I mention in my tutorial(s). I think I pointed this out around the time 1.1 came out, which was, well, a long time ago (October 2003). So make sure you download the entire set of templates—the UV map layers are in those files.
Or, alternatively, you can do what I do and use Chip Midnight’s fantastic, high resolution templates which include more detail (like where eyelashes are found).
Update Linden Lab once again changed the location of their template files without leaving a URL to forward requests, so I’ve updated where appropriate on my site.