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Posted

Hi all,

I have a number of simple questions that relate to modern mesh bodies and the clothing that fits them. Googling my question has tended to reveal tutorials from 2013 and earlier which I don’t think do the trick and tend to deal with the creation of the garment which doesn't interest me at this stage.

I have a full perms item of clothing.
I would like to change the colour of that item of clothing.
How do I do this? (I am aware this will involved some of kind of manipulation in graphics software)
If there is a simple tutorial anyone knows of that relates to this, a link would be great. Preferably a tutorial produced in the last few years, or since the Legacy Perky body came into existence.

And if I wanted to add a “print design” onto the garment, how do I do this?

The garment in question has the following files…
AO file
Blank file
Diffuse file
Normal file ( which is just a dull blue colour)
UV file

Any assistance is most welcome

Space

Posted

And while I wait to be inundated with replies, I decided to ask Chatbot (ChatGPT) what to do in this situation.

Here is what my buddy Chatbot said...

"To change the color of an item of clothing in Second Life, particularly one with full permissions, you'll need to work with the texture files associated with the garment. The most relevant file for changing the color is usually the Diffuse file. Here's a step-by-step guide to help you through the process:

1. Identify the File to Edit:

  • The Diffuse file is the main texture that defines the color and appearance of the item. You’ll likely want to modify this file to change the clothing's color.

2. Export the Diffuse File:

  • If the Diffuse file is provided, download or export it from Second Life.
  • To do this, right-click on the clothing item in your inventory, and find the option to save or export the texture.
  • If you don’t have an export option, you can use a viewer like Firestorm, which allows users to save textures to their computer if they have full permissions.

3. Edit the Texture in a Graphic Editor:

  • Open the exported Diffuse file using a graphics editor like Photoshop or GIMP.
  • Change the color by either:
    • Recoloring the entire texture using adjustment tools like Hue/Saturation or Colorize.
    • Repaint specific areas manually, depending on what part of the texture represents which part of the garment.
  • Make sure to save the file in a format compatible with Second Life, such as PNG or TGA (32-bit for alpha transparency).

4. Upload the Modified File:

  • In Second Life, upload the new texture by going to Build > Upload > Image.
  • Choose your edited Diffuse file and upload it.

5. Apply the New Texture to the Garment:

  • Open the item in your inventory, right-click, and select Edit.
  • Go to the Texture tab and replace the old texture with your newly uploaded one.

6. Adjust Other Files if Needed:

  • The AO (Ambient Occlusion) and Normal maps can affect how light interacts with the garment and how the details appear.
    • The Normal file you described as “dull blue” is likely the bump map that gives the item 3D depth. You can edit this as well to further customize the garment's appearance.
  • The UV map shows how the texture is applied to the 3D model. If needed, you can use it to guide where to place colors or designs on the garment.

7. Final Touches:

  • Make any adjustments within the Edit window of Second Life (such as resizing, repositioning, or tweaking the clothing’s fit).
  • Preview the garment to ensure it looks as expected, and make any additional edits to the texture if needed.

This process allows you to fully customize the clothing to your liking using the provided files. Let me know if you need further help with any step!"

What do you think?

Was chatbot right?

 

 

Posted (edited)

It depends a bit what your full perm creator did but the chatbot is close. This may help. It is about furniture not clothing but is visual which for some of us is helpful. I am guessing that a google search might find something related to full perm clothing modification in SL  

http://nakedmesh.blogspot.com/p/mesh-faqs.html

 

PS, Just reread the info from the chatbot and you cannot CHANGE rigged clothing mesh inworld so not sure where that came from but from LONG AGO I guess .  I would start simply and export the AO map and add your print or tint or whatever and then upload the new texture.  You can preview that for free if you are using Firestorm or another 3rd party viewer.  

 

Edited by Chic Aeon
adding info
  • Like 1
Posted

Thanks for your reply Chic,

and the resource.

Oh, and thanks for your assessment of chatbot's performance 🙂

I shall attempt this later today to see how I go.

Space

 

Posted

update... I followed the advice given above and by chatbot and have succeeded in taking a texture out of SL, editing it, sending it back into SL (although at one point I fell for the 2k ripoff and had to pay $40L before googling it and understanding why.

I have then added the new image to the garment and changed its colours.

Next project is to do the same with a print on the front, but I realise that will mean finding garments where the front and back are separate images.

The fun continues...

 

Posted (edited)

Now you get to learn a little about scripting and build a texture HUD/receiver :)

I assume you know about local textures to quickly test your work for free before uploading. You can also use the beta grid if you prefer but local textures work well.

You seem to have it worked out so far though! it's quite annoying when full perm stuff isn't split into multiple front/back faces though, it does limit your options a lot.

Edited by AmeliaJ08
  • Like 1
Posted

Amelia wrote..."Now you get to learn a little about scripting and build a texture HUD/receiver".

OMFG!!! Wash your mouth out!! I worship those who can script and build things, they are amazing. But me? Eeek! I am a creative type, not a technicalism type. (I think I just made a word up then, cute. 🙂  )

Amelia also wrote..."I assume you know about local textures to quickly test your work for free before uploading"

Blushes. I had a vague feeling I had read about this somewhere, or seen it when dashing through fields of Youtube videos. I shall see if I can find the info about this again or ask my buddy Ms Chatbot.

Progress was made yesterday, so that was a relief, but finding clothing with different front and back faces will be a challenge I suspect. 🙂

Posted

so I asked Ms Chatbot(sometimes known as Chatgpt) about this idea of local textures and this was her response. I will try it out later to see if it works like this.

"Yes, in Second Life, there is a feature that allows you to preview textures locally before uploading them to avoid paying a fee. This is called Local Textures. Here’s how it works:

How to Use Local Textures:

  1. Open the Build/Edit Window:

    • Right-click on the object you're working on and choose "Edit" to bring up the Build/Edit window.
  2. Select the Texture Tab:

    • In the Edit window, go to the Texture tab where you can apply and change textures.
  3. Choose Local:

    • Next to the texture thumbnail (where you'd normally select a texture from your inventory), click on the dropdown arrow.
    • Select Local instead of Inventory. This allows you to use a texture stored on your computer.
  4. Add a Local Texture:

    • Click the + button to add a texture from your computer.
    • Once you've added a local texture, it will be applied to the object in-world for you to see and adjust as needed.
  5. Testing Your Texture:

    • The texture will appear on the object just like a regular uploaded texture, but it won’t actually be uploaded to the system until you decide to do so. This helps you make adjustments without incurring any upload fees.
  6. Upload the Texture:

    • Once you're happy with how the texture looks, you can upload the final version using the Upload button (this will require a fee). The system will then treat it like a regular texture for use in Second Life.

This method is highly useful for previewing and tweaking textures before committing to the upload, saving both money and time."

🙂

 

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