Creating realistic clothing for SecondLife from start to finish!

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Uploaded by on Oct 3, 2011

CLICK "SHOW MORE" BENEATH THIS TO READ HOW THIS WAS MADE!
In this video I'm showing how to create a realistic turtleneck sweater for a SecondLife avatar. Note that the video is timelapsed; what you're seeing here took four hours, not a few minutes!

I'm using (in order):
- Blender to create the turtleneck, upper- and lower arm sculpties and to bake the shadow maps for the aforementioned sculpties;
- DeepPaint3D to texture the sweater with reference photos by http://www.3d.sk/?a_aid=4df84cbec866f - this is the 'Anastazie' photo reference;
-Adobe Photoshop CS4 extended to liquify and resize the reference photos so they will actually "fit" the mesh of the avatar (while working with DeepPaint - I'm exporting / importing the projection paint layers to do that!); also, I'm using Photoshop to create the inital textures from the PSD files that were the resulting output from DeepPaint;
- PhotoImpact, to remove the alpha channel on the textures where it's not needed (yes I know; that can be done in Photoshop too; it's just a habit of mine to do it in PhotoImpact ;-) ) and also to create a 'protecitve' alpha channel for the sculpties;
- The SecondLife Phoenix Viewer for the final uploading and assembling of the Sweater in SecondLife.

The music in this video is by http://www.sonnyboo.com/ and I highly recommend that site if you're looking for royalty free music to use with the videos you create!

Hope you like the video; if you do, don't hesitate to share it by linking to it!
In case you have any questions, don't hesitate to ask here in the comments.

The finished turtleneck shirt, by the way, is available at my store in SL. Please read http://www.wunderlichs-garb.info/?p=563 for details :-)

Best wishes,
Naergi

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Uploader Comments (naergi)

  • png is something you want to avoid using as textures, because they always have alpha and they will flicker. low compressed jpeg or bitmaps are better.

  • @zahndy That is NOT TRUE. It depends on your software and the settings you're using whether *.png image files have an alpha channel or not. They CAN easily be created WITHOUT an alpha channel.

    Also, since they're lossless compression (unlike jpg) and have true colors (unlike BMP), they're THE choice of saving as when texturing.

    If I knew your inworld name, I'd drop a non-alpha PNG texture on you just to prove this. Then again you can always use Google ;-)

  • OMG HOW LONG DID IT TKE YOU TO DO THIS ?

  • @datangellila13 Four hours. That's actually written in the notes of the video ;-)

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All Comments (18)

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  • what are you doing?=..=

    i can't catch up!

  • W0W!!! awesome O.O i wish use that preograms like u T.T

  • @KrispyApplez at least she can create something so good-looking.

  • Nice to snatch the texture of a photo sweater and put it on a model to sell in SL.

    Can't paint your own textures?

  • @naergi the best choice would be TGA, it's also the native extension for SL

  • @naergi ok, you're right about the alpha part. but "true colors"? i never never heard such a thing about png. bmp and png both have a 24-bit RGB color space, where png has 8 bits extra for alpha.

  • I hate Blender. Of course, I BOUGHT Maya, and I'm the only person I know that has a broken copy. All the pirated users have no problem.

    People that create for SL do it for fun and a little cyberfame; few people make money, and the ones that do spend far too much time to make it worth a job..at least for me. I create, but losing an hour of work for even a weeks worth of creation in SL is a pay cut.

  • @riptor3987 I have to correct you on your comment. Naergi is actualy one of the most helpful creators in SL that Ive ever met. I dont have near her skills so for those that is and skill lacking as me she sells PSD files to help us. I bought a hair base pack from her and I had a problem when applying it to my skins. She responded quickly and patiently explained the technique. Im forever grateful to her cos that technique I use all the time now!

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