This is the mesh of a Blue Mars skirt imported into Second Life by Danielle Eber, who creates content in both worlds, and as she tells me on the Blue Mars blog (which I'm helping develop as a consultant for Avatar Reality), the main process was relatively easy, though some of the textures and shaders don't translate. Read more here.
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What is at issue here is definitely a question of available materials/shaders. As in blue mars allows many, and second life has but one.
However, the pictures displayed here are like those of late night info-mercial before and after pics. You know the sort, where the subject is frowning and unhappy before their nifty new facial cream product is applied and all smiles afterwards.
I bring this up because the pictures here make up about all of the substance of the post.
Mainly, I'm pounding on you here because in the Blue Mars pic, the skirt is by itself, un-worn. But in the Second Life picture, the skirt is attached to an avatar, horridly textured, with a leg sticking through it.
Had the dress been properly rigged to the avatar and textured nicely, the difference in the *appearance* of quality would be far reduced.
What I'm getting at is it seems to me that this post doesn't seem all that objective. But when you're being paid by one side of the argument, I guess that shouldn't be all that surprising.
Posted by: reed | Wednesday, October 20, 2010 at 10:01 PM
So will we be able to do rigging with imported meshes in SL or not? We've already got plenty of static skirt sculpts.
Posted by: Arcadia Codesmith | Thursday, October 21, 2010 at 06:17 AM
You can already rig meshes to the avatar skeleton in SL, and new materials are on the way.
Posted by: reed | Thursday, October 21, 2010 at 02:49 PM