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Cindeh

Most Popular 3D modelling software?

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Hey there,

I'm fairly new to Second Life again after a long abscence, and want to start creating. Most of my experience is in Texturing, but I am curious about being able to mesh. I was just wondering what the most popular Modelling software people use here? i.e. for making mesh clothing etc.

 

Any help appreciated! :)

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Awesome, thankyou :)

 

I know that one's free, which is probably a good shout as I haven't meshed before. How is blender with hair meshing?

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I leave that to someone else to answer, as I'm a 3DS Max user, and I haven't done any hair modeling yet.:matte-motes-smitten:

What I would recommend though, regardless of the software being used, start modeling with something very simple, like a chair or a table, to learn the tools, and get the hang of the workflow, and to make sure you fell into all the traps and pitfalls already until you try something complicated. :matte-motes-smile:

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For Second Life: 3DMax, Blender, and Maya. Because Blender is a free program, more people use it.

Linden Lab is a 'stakeholder' in Blender. So, we have better support for Blender in SL.

Project Sansar is starting out using Maya. Blender and other modeling programs support will be added over time. But, I have not heard anything leak on what format Sansar imports. Maya exports a wide varity of formates. See: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/GUID-864BD203-C437-4481-8BFC-3A6C1D2C824C-htm.html

Blender can export to many of those formats. So, I expect while coming from Maya will be better supported in Sansar, using Blender is probably not that much of a disadvantage.

AvaStar (for Blender) and MayaStar are the tools that best support the oddities of the Second Life avatar. See: http://blog.nalates.net/2013/04/23/second-life-shape-export/

Using the tools eliminates having to deal with the oddities of scale shifts and rotation issues on import to and export from SL. Plus they handle the morphing used in the SL avatar. While we cannot port morphs we make into SL being able to work with them in a modeling program is an advantage.

The people that make the tools cooperate with each other and the Lab, which works with them on SL and Sansar. This is good to know when deciding how to choose your tools.

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I'm not holding my breath for Sansar being anything spectacular soon and probably at the same stage as the HiFidelity project (https://highfidelity.io/) started by the original SL founder.

I personally would recommend using blender but don't try and get a RL job as a specialist in it as there is a lot of snobbery amongst companies.
Just because it's free does not mean it's not professional software and just for beginners and amateurs. I've heard many in the industry say it's actually more usable and more powerful than Maya and 3DS MAX etc...

I'll let this guy give his opinion as he can do it better than me.

Don't tie yourself into products from the evil, greedy, money grabbing Autodesk empire. Their title of industry standard is undeserved and most of their software was written by other companies which they've bought out/consumed. Which is why updates simply add more bulk to it with junk content you're unlikely to use rather than actually fix anything. Most of their software has what is called in the programming industry 'Massive Technical Debt'.
Sketchup is next on their list to be bought out I'm sure. Google wouldn't sell it to them but ended up selling it to Trimble communications who have a little bit of a relationship with Autodesk.

Sorry did I come on really strong as a Blender evangelist there? :-)

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Sorry I got worked up about Arsodesk I didn't even take care of your question about hair.
Hair is not a problem in Blender.
The simplest way is to use the particle emission hair built in and actually comb it. Then convert it to splines which you can extrude. I've seen some interesting addons to do it but you can end up with a lot of polygons.

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