Showing posts with label mesh. Show all posts
Showing posts with label mesh. Show all posts

Tuesday, 17 July 2012

Tura rarely wears mesh.


This is one reason why. Theres a set of standard shapes that have been worked out from analysing many avatars proportions (which you can get for free on the Marketplace). The nearest one to my shape is ”small”, for which the non-bone body settings are:

Body Fat: 7
Torso Muscle: 35
Breast Size: 52
Love Handles: 28
Belly Size: 3
Leg Muscle: 50
Butt Size: 38
Saddle Bags: 33

As it happens, all of my sliders are within a few points of these settings, except one: Torso Muscle. Mine is 85. ”Small is 35. I tried dialling it down to 35 and...no. No. Tura Brezoianu is not that shape. Tura has really strong shoulders and arms, and 35 looks skeletal to me. This is a basic part of what Tura is. Even the large size of this dress isnt big enough at the top, and then its far too large lower down.

Monday, 25 June 2012


I recently chanced on the Mayfair sim, which is the location for the Celoe and Mon Tissu shops. It's modelled on the prosperous London district.

The shops exclusively sell mesh items, primarily clothes, and Mayfair is described as a mesh-only sim, the first in SL. I did detect a few prims in the vendors, but apart from that, I could believe there's not a single prim or sculpt anywhere.

Monday, 4 June 2012



Tura does not have nearly as much time as she would like for SL projects.

Since last time, I've done some weight-painting, mirrored the half-harness, uploaded it to SL, and worn it, with the results in the picture.  The modelling and weighting need a lot of work still, but the basic workflow all works.

Monday, 21 May 2012



This is a first draft of half of the harness. I shall probably redo this completely at some point, but for the moment, after mirroring it to make the whole thing the next step will be to learn how to rig it and import it to SL.

I made this by starting with a rectangle as the cross-section of the strap, and extruding it inch by inch over the avatar's surface, painstakingly positioning and rotating the new end. There is a snap-to feature in Blender that lets me snap the strap-end to the avatar surface, but it only works on one vertex at a time. I found it didn't help much so I turned it off.  Maybe there's a faster way (automatic extrusion of a cross-section along a smooth curve?) but I haven't found one.

Even with a three-button mouse, a Space Navigator, a full-size keyboard, and a 30" display, it still feels like using one of those fairground machines where you have to manipulate a claw to pick up a stuffed toy. I have a long way to go to get to this level.

And now for something completely different.


Fae Varriale's build at LEA6.

What a friendly tree!

Tuesday, 8 May 2012


Tura is learning to make mesh.

After completing the harness sculpt from last time with the mirror image shoulder strap, it fitted well, until I raised my arms to shoulder height. Then my shoulders poked right through the straps. Just walking around made the waist belt bob around most unrealistically. Something like this is only really going to work as mesh. So I downloaded the latest Blender (and noticed how many older versions I had that I'd never used) and googled up some tutorials.

Wednesday, 25 April 2012

Tura is putting off learning to make mesh.


Picture from historylink101.com

I want to make one of these for the cloudhopper balloon. The obvious way is as mesh. That will make it deform appropriately as the avatar moves. The only other way to achieve that would be to make it as system clothing, a mere texture painted onto the avatar. But that wouldn't blend well into the straps the wearer hangs from.