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Meet Daisy. This is where it all began, in Second Life, putting together outfits for avatars. The outfit you see is assembled using items from a variety of sources. (The boots were picked up during the opening tutorial for the game!)
Incidentally, if you're interested in the results I achieved within Second Life, take a look here:
(There are more avatars featured, both male and female)
https://www.flickr.com/photos/daisy_werthan/albums/
One reason why this post has taken so long is that I've been trying to work out a way to use the same 'mannequin' at every stage. At this time, this remains an unsolved mystery. Trying to think this through I put together a drawing with the different software and their different 'mannequins':
It's a little bit complicated, but what struck me when I finished it is, apart from DAZ 3D, a mannequin for Daisy exists in every other product - and Daisy lives in Second Life. Creating clothing to be worn by avatars in Second Life was my original goal and the reason I became interested in 3D modelling.
There's a reason Daisy has no head. In Second Life, heads are separate to bodies, so the body used for Daisy (Star Mesh Body) will be used without a head. (There is actually a Star Mesh Head, but I much prefer the look of one of Lelutka's heads, so it may as well not exist)
This is Daisy in CLO 3D:
It's not pretty, is it? It is, however, functional. There's no texture to the body or anything, but it provides the means to produce garments in CLO 3D that can be imported into Second Life, looking just as they did at creation.
This is Daisy in Blender:
Notice the distinct lack of head? There's also a surplus of feet. This is because the 3D model of Daisy used in Blender has multiple sets of feet for different positions required by different footwear.
The image is even more basic than CLO 3D and there's a reason for this. This is pure 3D modelling. There are no textures here, so no colours. Textures are handled by Adobe Substance 3D Painter...
The astute amongst you will notice that the dragon pattern has been replaced by a floral pattern. This is because I have been unable to figure out how to import the texture originating from CLO 3D (as .zfab file if you're interested) into Second Life. (another reason why this stage has taken so long) Anyhow, the floral pattern originates from Adobe Substance 3D Painter, and CLO 3D can directly access Substance textures. Substance Painter, however, cannot directly access CLO 3D textures.
This is the textured garment in Adobe Substance 3D Painter:
At some point I may need to find an alternative to Adobe Substance 3D Painter, since it is expensive, but as a student currently I can purchase it at a reduced (and reasonable) cost.
So now we have a 3D mesh of our garment in Blender, which can be imported into Second Life using Bento Buddy, and we have a texture from Substance Painter which can also imported. The result? This:
At this point I was feeling very pleased with myself, until I changed Daisy's pose:
It's not actually as bad as it appears. The lesson learned is though Second Life includes gravity, it doesn't have any effect on clothing whatsoever. I can work with this. The celebratory achievement is that the image of the garment in CLO 3D (at creation) looks the same as the image of an avatar in Second Life wearing it.
As D.Ream once sung, "things can only get better" ...
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© Kevin Warren - fibrocreativity (fc)