Moon Glider is a very soothing, futuristic Sansar experience created by Vassay. It’s very simple: you are on a large spaceship, gliding along a blue beam of light through an alien geometric landscape under a starry sky.
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: