Second Life Design

Second Life Design
See my Meshed Up Second Life
Showing posts with label Zbrush Second Life. Show all posts
Showing posts with label Zbrush Second Life. Show all posts

Monday, December 2, 2013

Second Life Mesh Design of Clothing Using Avastar, Blender and Zbrush Part II


  Well here goes the continuation of my work flow with some more images / screen grabs of my work in Blender, Avastar and Zbrush used in the creation of mesh clothes in second life. So I was explaining the work flow I use in the creation of second life mesh clothing and this is really quite easy for the most part yet the item will change some here and there. My whole goal is to sculpt, paint and texture the 3d object or well 3d item of mesh clothing ... and do this mainly in zbrush and then after moving it to blender to create the uv maps then exporting it back to zbrush to create the textures and normal maps or the bump maps for use in second life. This is a process that will require you to be somewhat fluent in both Zbrush and in Blender. As well unless you have a working version that is able to run both gob and avastar ...   Mine will not pass the model correctly and this could be a bug created with the importers and the avastar Plugin not understanding what we want to do ... so I just will export and import as a .obj from blender and zbrush back and fourth .. then once I have the details done will use blender to export the clothing as I have to seeing that you cannot actually rig and animate the correct way in Zbrush. Now if it was a plain collada file with out and animation ... there is a plugin that will work to export these for zbrush but that will not store or transfer a rigged file containing animation information.  So now say we do not create any seams we will come up with a uv map that will be exported back into Zbrush with the Mesh Bra Object .... in fact it should be already included in the object file ...  the unwrap process took place in blender and can be seen below



Now the cool thing is that when I imported this to Blender from zbrush the first time it came over already correctly fitting the avastar avatar and as well in exact spot because I used and exported version of the model that I extracted the mesh from a exact version of my second life avatar shape. So I could decide that I want to make seems on this model rather then have it round like this ... it would not be that hard to texture the way it is but with seams it may be even easier, this is all in personal preference..... I will show you the UV map again in this post or the next after I added two seams ... but now I have again imported this into Zbrush after exporting just the bra from Avastar and Blender ... in order to just export the bra you will need to be in Object mode and have the Bra selected and then when you get the export box you will check the selected only box in the export window. So now lets import the object into zbrush again, and then at this point we need to add details. So first off if you are using a smooth brush be very careful about the edges since it is one sided ... the smooth brush will melt your model away in seconds ...  First in order to get the detail we want then we will need to subdivide to a level of detail that we will be using for our normal maps and texture maps. So before dividing you should turn the SMT button off for atleast the first 2 or 3 subdivides. After that point you can start sculpting ... using the dam standard brush cut in some folds and wrinkles, remember we will fit this to our model again and any time you alter a mesh it will need to be adjusted to your avatar shape ...  Also there are some great custom fabric brushes made by person called Selwy eaither serach for selwy brushes or well here is the link also for cut and paste, you may want to go through the tutorials ... you can never get to much reference, and education this person is a very good digital sculptor I have been using these brushes a few years in Zbrush.
http://www.selwy.com/2009/zbrush-clothes-tutorial/



Here  is a look at the top  / bra after doing a little quick sculpting for wrinkles folds ... even latex will fold and wrinkle as well cloths will have different folds and wrinkles depending on the type of cloth, whether it is a heavy canvas or denim or a light and delicate lace or silk or satin ....
 
  Now the material here in zbrush will only matter if you do a matcap bake with the zbrush matcap baker plugin. If not then only the texture color and paint will matter, and also the polys that are causing lines will be smoothed after we are in blender again. As well you can smooth normals before we export the normals maps that we will use. Our whole purpose in zbrush is that we have some great tools to polypaint with and as well texture and in the end the only version that blender will see of the model is the low poly version ... See the normal maps and texture maps are the ones that will have all the details, not the model itself. So for the next post I will finish up with my maps and then we will go back to Blender once again to finish this project.

Friday, November 15, 2013

Using Mesh Tools for Importing into Second Life

    Well it is a new day and so for this one I will touch on some basics when dealing with mesh for avatars, second life mesh clothing, mesh objects.  First off when importing and uploading to second life different mesh items will have different methods that must be followed. For example a couch or chair made of mesh can be uploaded as a mesh object without the sit animations added, you would then add them the same as would with any other object mesh or prim before use. But objects such as mesh must be uploaded with a much more complex import. While on the subject of complexity I also should mention that mesh creation and manipulation is process that first is a steep learning curve and second can be time intensive. So if some one has great mesh that is fully rigged for animation and they are selling full perm for a high price ... well they more then likely put a lot of time into it. Creating a monster head in a program such as zbrush may only take me a few hours of sculpting, modeling and sketching, but for that item to be animated and imported well you may be talking at the least another 2 or 3 hours if not a another day to prepare it correctly.  As well besides Blender the other manipulation tools are pro grade tools that are expensive I have over 10 K in to my system alone which include monitors multiple computers and software etc etc etc .... So this being foretold realize that even basic importing and exporting software, plugins  and apps will cost you something.

   So lets start with my favorite software that is not free, but if you already own it the plugin is free for creating a collada or .dae file.  First off this is for either post work before animation or for stationary or non animated wearable mesh such as a hat or pair of shoes.  The program is Zbrush and it is made by a company called Pixologic. It is the most powerful digital sculpting software available and it as well is the best for texture and creating highly detailed maps for your mesh.  The learning curve is very high and it could be a year in tutorials to just learn the basics. If you are and artist is a must have program, and your work will improve year after year if studied correctly. But I am not trying to discourage you here I am just making sure everyone realizes people actually go to college for this type of occupation. So after you have Zbrush you will still need the plugin for converting your polymesh to a .dae file, this is free and easy to install just follow the directions on the link I am providing.  The plugin called the Zsculpty maker converts both mesh and prims or sculptys to a dae file .... or a sculpt map depending on what and how you are making the item. You can find the Zbrush Mesh and Sculpty Plugin on the Zbrush Central Forum  (this is a link straight to it ) or well just cut and paste
http://zbrushcentral.com/showthread.php?93650-Second-Life-Sculpties-in-ZBrush4ZSculpty-Tools
This plugin can convert for mesh and sculpty maps but you need to understand the use of the program and 3d in order to do it. For mesh you will need a high and low version and when exporting it asks if you would like to create levels of detail ... I always answer yes, as I also tell it to include the texture maps I created.  If it is a hard edged or hard surface model like a car or gun or furniture etc ... then do not smooth if it is organic based then smoothing or not smoothing will be your choice. I can and atr a later time will go into more detail on this whole process and as well how to get there but for now this is how you use zbrush on inanimate objects or objects that are animated with out rigging. Despite the fact that these procedure are used for inanimate objects ... you can take the base mesh and import with the correct maps and topology into one of the animation software packages such as Maya or 3ds Max using the Go Z function and again this is a whole other lesson and explanation. Things you need to know when creating mesh ... first off the denser it is meaning the more polygons, the larger the .dae files and the longer to load and the more prims it costs. But in order to poly paint a model to look highly detailed you need a highly dense or high poly count model.  Another aspect is the topology flow of your models and again this another lesson, Topology is a great thing to learn about but is such a large area of education it could not all be documented here. Retopologizing a model is a lot like dot to dot books when you were a child but the outcome of how the topology flows is extremely important. You can not make texture maps then retopo  a model and use those same maps, you will need to either re texture or project the old textures to the new maps .... Again a whole new lesson, that you can read about on the web as well watch videos. 

   Next I will go on to explain tools for Blender in the next part of this blog series, each post I will try and bring up more great tools and apps in world and out in RL for building and editing mesh to animations, so stay tuned till tomorrow.

Friday, November 8, 2013

Designing Mesh for Second Life.

   In second life and Building in second life there is always so much to learn whether it is learning to design mesh or clothing and textures or using prims or primitives in the SL world. First off the mesh is one building block that for the most part is edited in the real world and then transferred or imported in to the grid. After mesh is imported then it can only be altered a few ways using the build tool, you can stretch it or well re-size is a better way to put it , you can move it and you can as well edit and change the textures and or colors, glow and shiny shader .... Other then then this you cannot torture mesh like a prim, twisting, pulling, pushing and otherwise manipulating that a prim can take retain that shape.  What you get when you import a mesh is basically what you get, and as well be sure if you stretch a mesh object that has a texture be sure to also check stretch texture or it will not look right after modifying the mesh. 





Just and example of designs quirks and what appears to be sl fails ... First off for stores and business photos every one of these photos can use some major Photoshopping. Well maybe the one of my female avatar does not ... see in order to run a store with items that shall we say meta sexual in nature or well everything that may be worn or bought and used by both a male and female avatar .... you must test likewise and so rather then constantly dress the male or female as the opposite for testing its just more simple to create and alt for the opposite sex or well eerrm species as well in some cases !


   There are many programs that can be used for design and building of mesh and pretty much to many to list. Each has its advantages and as well costs vary widely also. So to start you will need a program that you can edit and create mesh in, that being said I will start off that I use 4 programs the most for my mesh editing creation, modeling and sculpting. The programs are Zbrush from Pixologic, Topogun for changing the topology of the mesh, and as well also Photoshop for the editing of the Texture Maps, then also Blender ....   Blender is and open source 3d program so it is free, while the others do have a price tag.  I also will state I often use Autodesk products as well though the price tag on Maya, 3ds Max, and Softimage is quite hefty, you may be able to find a student version of these, and as well Zbrush cost me about $700 USD a few years ago.  Creating a mesh model just a basic square is quite simple, but to sculpt and model one such as the pipe in the previous post is a different story. Don't get me wrong the pipe was not that hard for me to model in a few hours from start to the textures and export,  but again I have been using these programs for years. So now you have and idea about me and my work as well  how mesh are made. I will post both items from my store some will be full perms for resale and others will be mod, copy as in retail sales. I also again want to point you to our facebook page as well for Bigbear Design.  There you can also request custom mesh designs, see what I am working on and as well fee free to ask questions either on this blog or there on the Bigbear Design page.