Case Study - Sequined bear using materials

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Revision as of 16:43, 17 June 2013 by Brooke Linden (talk | contribs) (Created page with "== Required materials == * A materials-enabled Second Life viewer (3.6.0 or later, [https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Project_Materials_Viewe…")
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Required materials

  • A materials-enabled Second Life viewer (3.6.0 or later, in beta as of 2013-06-04), and a graphics card capable of using the Advanced Lighting Model in Graphics Preferences
  • A free basic graphics tool, such as Microsoft Paint
  • A mesh or prim based model with modify rights
  • Get the completed bear from the Marketplace to see how it looks inworld!

Step 1: Generate a specular map using MS Paint

This is the specular map used in this case study.

Thanks to Runitai Linden for his help with the normal and specular map creation!

  1. Start MS Paint
  2. Use a black background and white foreground
  3. Create a pattern of slightly differently sized and shaped circles/ovals in white
  4. Save as a specular map


Step 2: Generate a normal map using MS Paint

This is the normal map used in this case study.

DISCLAIMER: Using MS Paint to make normal maps may be somewhat silly, but can be fun if you just want to play around. To make accurate normal maps, use tools such as Blender, xNormal, Photoshop, or 3D Studio.

  1. Save your specular map with a new name for your normal map (so you don't overwrite the specular map).
  2. Set the background color to (128,128, 255)
  3. Find a normal map to use the color picker on, such as the sample normal map on Wikipedia.
  4. Select one of the colors on the hemisphere normal map, and do color fill on several of the white ovals, spread out over the map.
  5. Select another color and do the same for more ovals
  6. Keep selecting colors until all dots have been filled in with a color
  7. Save your normal map


Step 3: Apply textures to model

This is the finished bear, with light relfections.
  1. Start the materials-enabled viewer
  2. Upload (Build->Upload-Image) your normal and specular maps (and any diffuse maps you'd like to use)
  3. Rez your model
  4. Edit and select the face(s) you'd like to apply sequins to
  5. On the texture tab, choose Materials->Bumpiness (normal) and click on the texture to choose your normal map in the texture picker
  6. On the texture tab, choose Materials->Shininess (specular) and click on the texture to choose your specular map in the texture picker
  7. For the normal and specular map, make sure you have the same scale. Play around with these values to see what works for you. (Rotation and offset should be the same as well, but aren't very relevant to this example.)
  8. Select the diffuse texture you'd like to use. In the case of my bear, I used the chainmail and fishnet textures from the library, plus a plain black color for the eyes and nose. Be creative!
  9. Check out your final product--adding a nearby movable light will make the sequins pop.