Lacie, a Linden Lab employee, has made the following tutorial video series and posted it to YouTube and to the Fashion channel on the official Sansar Discord server. In it, she takes the viewer step-by-step through the process of making a shirt in Marvelous Designer 8, texturing it, and then importing it into Sansar to wear on your avatar.
This sort of tutorial is very useful for people (like me), who one day want to become virtual fashion designers in Sansar. I had created twenty articles of clothing for male and female avatars using a previous version of Marvelous Designer last winter, but I haven’t touched the software since February 2017, so this tutorial series is a welcome refresher for me of some nearly-forgotten skills. It’s also perfect for the absolute beginner!
Here’s Part 1, which covers the creation of the clothing in Marvelous Designer (please note that the sound on these videos is really faint, so you will have to turn your speaker volume up to its maximum to be able to hear Lacie’s voiceover, or use headphones):
Part 2 goes over how to texture your clothing:
And finally, Part 3 covers how to export your garment from Marvelous Designer to Sansar:
Thank you, Lacie!
Ever wonder how to put your own picture over top of another one you bought on the Sansar Store? Torley has you covered, with step-by-step instructions on how to do exactly that.
Even better, he has provided a tutorial video!
The key here is knowing which of the many materials settings you need to change. In this case, it is the albedo map you need to replace with a custom texture file.
And there you have it!
Several months ago I wrote about using Microsoft Windows 10’s Paint 3D program to create content for Sansar. Using Paint 3D is so easy that a child could use it to create great-looking three-dimensional content! But unfortunately, there were some problems with importing linked objects from Paint 3D into Sansar, as well as with the huge size of the imported objects.
Draxtor Despres and Vassay have worked together to create this YouTube tutorial video which explains how to use the free Blender software to fix the problems in mesh content created using Paint 3D. Drax and Vassay used this workflow to create the fun and funky content you can see in Drax’s experience, called Meet the Draxies. It’s got a wonderful cartoon-like feeling to it, which is actually very easy to recreate!
Basically, there are six steps to using Blender to fix your Paint 3D-created mesh object:
- Import the FBX-format file you got from Paint 3D;
- Rescale the object (to fix any potential size problems in the object);
- Decimate each part of the object (to cut down on the number of polygons in your object);
- Set the normals of each part of the object using the Set From Faces feature;
- Create UVs for each part of the object using the automatic Smart UV Project feature;
- Select all the parts of your object and export as an FBX-format file.
This is an excellent tutorial video, which takes you through the workflow step-by-step. My only quibble with it is that Drax doesn’t give enough information about the all-important roughness and metalness maps, which you need to include so your Paint 3D-created mesh objects look the way you want them to in your experience. (Linden Lab recently released an update to the Sansar client software, so a lot of mesh objects created before the change now have an unnatural shininess to them.)
So here is a bit more information on the metalness and roughness maps. These are just PNG-format image files, which can be as small as 2×2 pixels in size. You can create them in PhotoShop or GIMP or any graphics program. They are essentially one of the 256 shades of grey between pure black and pure white. Here’s a diagram from OldVamp that shows what an object looks like when you change the metalness and the roughness maps:
Most of the time, you are going to want to use a white roughness map, and a black metalness map (the ball in the bottom right corner of this diagram). If you want something really shiny, you are going to use a black roughness map and a white metalness map (the ball in the upper left corner of the diagram). You should only use a white metalness when you want a metal object. Here’s another example of roughness and metalness maps, using a brass object:
And there you go!