Part 3b: Final tweaks & in-world testing.
Having uploaded the UV files to Second Life and tested the sculptured prims in position it became clear that I'd need to do some tweaks on the textures to compensate for the poor mesh construction in-world.
Slappy also needed some final work on his textures which you can see below on the actual ZBrush mesh.
The most difficult part would be the join between the body and the head and the join between the wings and body at the shoulders.
Below is the actual textured mesh in ZBrush.
(fig 1. left.) shows the new eyes in place having got the final texture for the head done.
also, as Grandma had managed to get his beak to open and close with his squawking I finished the inside of his beak.
(fig 1. middle.) shows detailing on the actual body and under the wings etc.
(fig 1. right.) shows the join at the neck. In the end I chose to create an alpha fade from the body to the head as the sculpties just wouldn't line up well enough to hide the join.
Once all the tweaks were done the textures were then loaded up and applied to the sculpties in-world to complete the Mk.1. version of Slappy.
He does everything we planned for the Mk 1.
He flaps his wings and squawks when touched.
He also gives out a note card and freebies at the same time.
You can load him with your own note cards and freebies to give away too so he could be your very own Slappy Vendor!
For those who would like to see the finished version in-world you can see him at the location below or get your very own free available free from slapt.me!
Here:
http://www.slapt.me/market/index.php...t&id_item=7089
As mentioned before. I have a specific workflow for converting ZBrush meshes into UV's for use in Second Life. I've omitted this here but if there's enough interest I'd be glad to tag it on the end.
I managed to take some in-world shots of him together with his two buddies on my island sim which I'll put up in the next post.