Mesh Avatars For Second Life Tutorial Part 3
This is the Third Tutorial for making mesh Avatars in Second Life, using Maya. This tutorial covers the mapping and layout of the UV Textures, and applying a grid map to allow for the adjustment of the UV points to make an efficient and low distortion layout for the textures and materials for your model. As promised one can get the grid map used in this tutorial from the following link:
http://dl.dropbox.com/u/15354551/_%.....20grid%20_.tga
I apologize for this one being so verbose, but it's the texture mapping that what separates an amateur effort from a pro effort, and a good texture job, needs a good UV layout foundation to build upon. Feel free to ask textures.
--Scott
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http://dl.dropbox.com/u/15354551/_%.....20grid%20_.tga
I apologize for this one being so verbose, but it's the texture mapping that what separates an amateur effort from a pro effort, and a good texture job, needs a good UV layout foundation to build upon. Feel free to ask textures.
--Scott
<<< PREV | FIRST | NEXT >>>
Category All / Tutorials
Species Wolf
Size 800 x 16392px
File Size 2.98 MB
Depends on what discipline within 3D modeling you came from , of it was background and hard surfacing )Machines props and vehicles), One tends to think of parts and pieces. If you came at it through Character modeling especially low poly modeling, as I did, you think in terms of pelting. which is why people went ape about the "pelt mapping" modifiers in 3ds Max. because it made UV mapping easy. Maya however......
Scott
Scott
alright i just notes that Second Life can be build with Maya or Blender.
http://go.secondlife.com/landing/creator/
the Blender i'm using is 2.78
http://go.secondlife.com/landing/creator/
the Blender i'm using is 2.78
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