Thursday, March 18, 2010

So You Want to Build Sculpties for Second Life? (part one)

Note: I wouldn't use this particular sculpty for anything except proof that I managed to create something and upload it successfully. :)

This is not a post for those people who know what they're doing....in fact, to minimize my humiliation, if you're an expert at 3d modelling please just leave now. This is also not a post which will explain in detail how to build a sculpty. That would take much more space than this blog would allow.

What I will try and do is give you, the novice, enough information that you can avoid some, if not all, of the mistakes I have made trying to learn this new skill. If you want to avoid a long explanation of how I got to them, just skip to the end where I make a series of recommendations based on my own angst ridden experiences so far.

There are a number of reasons that I haven't attempted sculpties before this. Well that's not quite true, I've done some basic shapes for branches and tree trunks in Sculpty Paint. But I've avoided anything more complex up until now.

The two main reasons I haven't dipped my toe into the 3d modelling vortex are:

  1. I really don't like the way they rezz. The fact that sculpties are textures means they rezz as a blob and that offends me as a creator. Now, I have no legitimate justification for arrogating artistic sensibilities but it seems I have them.

    I've recently seen sculpties that don't rezz in that manner - I believe they're a type of planar sculpty, that was cool and that gave me ideas.

  2. I don't know how to make them. That's the big one of course. I'd have to learn how to do it.

In spite of being an admitted prim whore, I would like to give my customers lower prim versions of items and the type of cool stuff you can build with 3d technology, but the real motivation for finally learning how was the rumour that "mesh" will be available in the "near future" or "later this year". My naive, non-technical understanding of this is that instead of uploading the sculpty map as a texture we'll be able to upload the object itself. If this comes to pass, building in Second Life will never be the same. I don't want to be on the outside of this new world looking in. :) And the possibilities are very enticing.

So if, like me, you've decided to learn this new skill, allow me to share some of the lessons I've learned so far on my 3d journey. I'll describe some of my thinking along the way which will help you decide if you want to follow my suggestions. Again I'm hoping that by doing this I can save you some of the pain and angst I've endured.

  • You're going to need a 3d modelling tool. When I started in SL I needed a graphics program/photo editor. I wasn't about to invest in PhotoShop because I didn't know if I'd really keep using it and I'm cheap. So I bought a product which is 10% of the price and it turned out to be a good decision - I'm still using it and I'm happy with it.

    If you have the access/resources to buy Maya then you should consider it. I'm not going to invest thousands in something I'm not sure I'll keep using - I would probably think differently if I had access to it for free, but for now this or similar 3d modelling tools are not an option for me.

    I like free, and there are many free options for 3d modelling software. The one I liked immediately was Art of Illusion - it's intuitive, it's powerful (at least it seems to be) and it has some great tutorials and support. The downside of AofI is that you can't export your masterpiece as a sculpty map - you have to export a .obj file and convert it to a .tga for Second Life. If and when mesh is available this won't be a problem. But in the meantime if you want to know what kind of progress you're making you'll have to be able to find a way to upload that object you made to SL and that means a sculpty map.

    I lost count of how many different ways I tried to convert my .obj files to sculpty maps - I finally decided that the logical way is by using Blender.

  • Blender is free. Blender is powerful. Blender is also the least intuitive piece of software I've ever seen. Whenever I tried uploading something I'd created in AofI and then converted in Blender I got less than satisfactory results. My biggest problem was that I didn't know if I was doing something wrong in AofI, or Blender or both. So I finally decided I had to focus on one tool and that it would be Blender.

  • If you, as I did, have concluded that Blender will be your modelling tool of choice...beware. It seems simple enough right? You download Blender and then learn how to use it. It turns out that for the purposes of SL you need three pieces of software to make Blender work. You need Blender, you need Python (which Blender will require you to go get and download) and you need some scripts created by helpful Second Life residents which make creating sculpty maps possible. The scripts package I encountered the most often in my travels was Primstar - Blender scripts by Domino Marama.

    If you're as innocent as I was, you'd think you could download all three and be set now, right? Wrong. Think version control. You have to have the compatible versions to make them work together and it's not always easy to figure out just what they are. However, there is a solution.

    The first recipient of my new Lindy Award for Service to Fellow SL Residents goes to the creator of JASS. In one download you get compatible versions of all three components and the Primstar scripts are already installed correctly in Blender. Trust me, if you're going to use Blender to create SL sculpties then you need to use JASS.

  • Now you need to figure out how Blender works. This is not PowerPoint or even PhotoShop. Some people may be able to explore the menus and figure it out on their own but I finally had to conclude that I'm not one of them. There are hundreds of functions hidden in Blender - like all the keyboard shortcuts that you don't know exist. Hundreds of things that will make your life easier if you just knew about them. Take this piece of software seriously. Find an online course for Blender and take it. You will save a lot of time and aggravation. I speak as one who did not follow this path - at least until I had to wave a white flag and surrender.

  • Now you know Blender you have to find out how to make it work for the purposes of Second Life. There are many many video tutorials available in blogs and on YouTube that will show you how to do different things for sculpty purposes. Before you go look at them please remember the old problem of version control. I don't know which component is responsible but you will find that videos using a different version of Blender/Python/Primstar than you are have different menus and different nomenclature. Just be prepared for that and accept that you will have to interpret what they are telling you to do for your own installation.

I'm making the following recommendations based on my own experience. I really really wish somebody had taken me by the scruff of the neck at the beginning of this odyssey and made me follow them.

  1. Take 3d modelling seriously. It's not easy and it requires time and effort to learn.
  2. Consider the process to learn 3d modelling an investment in your future as a builder in SL. If that's what you want to be then I think this skill will become essential in the next 12 months.
  3. If you don't have one, get a 3 button mouse. Your life will be much easier.
  4. If you're going to use Blender, install JASS. You'll save a lot of time and aggravation.
  5. Find an online course you like and use it to learn Blender (or whatever software choice you've made) first.
  6. Once you've made Blender your bitch (so to speak) then seek out all the resources available that will help you use it for Second Life.
  7. Be patient. I know I'm trying. The good news is that it is possible to learn how to do this, it just won't happen over night. :)

I'll do a follow-up post once I've managed to make more progress and created something worth showing off. In the meantime, I'll go back to the classroom.

Friday, March 12, 2010

St. Patrick's Day in Second Life - A Leprechaun Doll Cozy

I know I haven't been posting much lately - I've been pursuing a learning odyssey, one which will result in a fairly major post. But I'm not there yet. :)

However, it's St. Patrick's Day next week and this little guy insisted on his moment in the sun. So for you ... a Leprechaun Doll Cozy at a special price. Wish somebody you love some LUCK and give them a hug!

Friday, February 26, 2010

SL Pro 1.0 and Viewer 2.0

Natural Venus by Guu Nishi

I went to SL Pro this week - and it's just as exhausting to go to an inworld conference as it is one in real life. Less travel time though. :)

Most of the pics in this post are from the building competition, these and all of the other great builds will be available for public viewing next week and I'll try and remember to update this post with the Slurl when that happens. They're well worth a visit!

Seussian Game by DoctorPartridge Allen

I'm very very glad I went to the conference. It was well attended and although, just like real life, the presentations varied in quality I got at least one nugget of an idea out of all of them. The really good presentations resulted in pages of things I want to do. I will go again next year if at all possible - and assuming I've managed to cross off most of the items on this year's list. :)


Entrance to Nemo's Lair by Sextan Shepherd

One of the very nice things about being at the conference is that we experienced Viewer 2.0 as a group. In fact, once T Linden had finished his presentation (which was really good) most of the group chat consisted of "has anybody found.....", "does anybody know....." and "how do you.....". This shortened the initial learning curve for all of us.


Nemo's Underwater Office by Sextan Shepherd

I like the new viewer and, unlike some apparently, I think it will be easier for newbies than the rest of us. They won't spend time looking for things they expect to find elsewhere. It is Beta so interesting glitches occur but some of the new stuff is exciting.


Troy Vogel

Web on a prim will be useful to me in the store but I'm waiting for the first fashion designer to put videos on clothing prims. SL fashion may never be the same. :)


Sagittarius Prefab by Troy Vogel

So yes, it was a good (albeit exhausting) week. I feel motivated, I've learned things and I have lots of new ideas. That's worth the price of admission to me.

One last thing, Glenn Linden proved that you can not only lose your shoes but also your feet, pants and legs. :)

Update: I promised to share the Slurls when the site was open to the public. So for your exploring pleasure:


SL Pro! SLURLS
SL Pro! Welcome Center http://slurl.com/secondlife/SLPro%203/224/224/26

Full Build Challenge Entries
Inspiration Island http://slurl.com/secondlife/Grandmar%20Island/106/38/25
Poecila http://slurl.com/secondlife/Poecila/50/54/92
RIT Island http://slurl.com/secondlife/RIT/21/237/26
La Plaza http://slurl.com/secondlife/GCCAz/73/79/24
Sonas Cascades http://slurl.com/secondlife/Sonas%20Cascades/138/126/53

Limited Prim Challenge Entries
Marziah Masala -- http://slurl.com/secondlife/SLPro%201/223/160/25
Ruuh Cassini -- http://slurl.com/secondlife/SLPro%201/223/218/26
Hackshaven Harford -- http://slurl.com/secondlife/SLPro%201/167/202/35
Catherine Soderstrom -- http://slurl.com/secondlife/SLPro%201/166/140/35
Lyr Lobo -- http://slurl.com/secondlife/SLPro%201/162/72/21
Guu Nishi -- http://slurl.com/secondlife/SLPro%201/167/202/35
Troy Vogel -- http://slurl.com/secondlife/SLPro%201/167/202/35
Bronco Graves -- http://slurl.com/secondlife/SLPro%202/45/171/23
DoctorPartridge Allen -- http://slurl.com/secondlife/SLPro%202/48/207/30
Kidnaplism Freschi -- http://slurl.com/secondlife/SLPro%202/91/216/29
Phate Shepherd -- http://slurl.com/secondlife/SLPro%202/105/159/21
Vivienne Daguerre -- http://slurl.com/secondlife/SLPro%202/108/98/21
sextan shepherd-- http://slurl.com/secondlife/SLPro%202/167/160/22
Cierra Anatine -- http://slurl.com/secondlife/SLPro%202/161/223/21
Rafale Kamachi -- http://slurl.com/secondlife/SLPro%202/231/232/22
Chanty Bolissima -- http://slurl.com/secondlife/SLPro%202/219/172/22
Rusalka Writer -- http://slurl.com/secondlife/SLPro%203/238/111/22
Thursday Xu -- http://slurl.com/secondlife/SLPro%203/99/109/21

Linden Homes 100 Prim Challenge Entries
http://slurl.com/secondlife/SLPro%201/193/90/22

Shared Media Challenge Sandboxes
http://slurl.com/secondlife/SLPro%201/157/24/23
http://slurl.com/secondlife/SLPro%204/94/232/22

Sunday, February 21, 2010

Furnishing (?) My Linden Home


I decided just to focus on the roof - there are limited prims available, and I used some of them to cover up the textures I didn't like. :) They want you to "furnish" in keeping with the theme of your area so I took inspiration from the flowering tree out front.


I've made a couple of chairs and a couch but I'm not really happy with those textures yet. So consider this a work in progress. :)

Update: OK I'm officially out of prims now. I always forget how much I like colour until I do something like this.

Yes you get another angle - just cause I like it. :)

Wednesday, February 17, 2010

I got my Linden Home!

I chose a sort of tree house - no that's not it. That's a tree in the front yard.


I chose the one with the patio space on the roof - I have fond memories of friends and neighbours sitting and talking on the roof of my house years ago. And it has a view of the water (well through the trees anyway).

Why did I get a Linden Home? There are a lot of reasons, but a big one was the opportunity to try and help develop a sense of community with a mixture of longterm and new residents.

Be nice if the texture changes worked though. :)

Sunday, February 7, 2010

A musical interlude.....



Thank you to Gany for posting this and thus allowing me the enjoyment of watching/listening. :)

Monday, February 1, 2010

Lemondrop's Forest & Photon's Castle


I played hooky this morning (my todo list is ugly) and went to visit an island I'd seen mentioned in a couple of places. I really should check out the Showcase occasionally....I'd have learned of Lemondrop's Forest earlier. :)

I love colour and I love detail and great builds, so yes I love Lemondrop's Forest. Fabulous, intricate and with lots of places to explore. I even had a brief "fangurl" conversation with Lemondrop Serendipity.

I had a random thought as I wandered around though...good thing Second Life wasn't available in the 60's. A lot of people would not have survived their ...um...let's say chemically enhanced trips. :)


Lemondrop's Forest is owned by the High Energy Whimsy Lab and one of the members is Photon Pink. If you look west on the map from this island you will see another that is definitely shaded pink. Teleport there and you'll find Photon's Castle.

Another sim full of colour and fantastical builds. In addition there are gadgets, avatar accessories and sculpty plants for sale. Well worth your time!

I took way too many pics for one blog post and I'm trying to restrain myself, but you can see more photos of both islands on my Koinup page. :)