Mesh Imports in Second Life (for Maya Users)
Here is a short tutorial on mesh imports in Second Life (for Maya users) by Sand Castle Studios’ own, Reed Steamroller.
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Here is a short tutorial on mesh imports in Second Life (for Maya users) by Sand Castle Studios’ own, Reed Steamroller.
Tags: 3D, 3D modeling, 3DS Max, avatar, beta, Blender, COLLADA, content creation, import, Linden Lab, maya, mesh, mesh support, polygon mesh, Reed Steamroller, rigged avatars, Second Life, SL, virtual, Virtual Worlds
Today Linden Lab gave Second Life users an update on mesh support and lifted the NDA for current beta testers. I can now tell you that for about the last year, we here at Sand Castle Studios have been deeply involved in working with the Lindens to bring mesh support to Second Life.
Tags: 3D, 3D modeling, 3DS Max, avatar, beta, Blender, COLLADA, content creation, Draxtor Despres, gianna borgnine, import, Linden Lab, maya, mesh, mesh support, Philip Linden, Philip Rosedale, polygon mesh, Reed Steamroller, Second Life, SL, virtual, Virtual Worlds
At this years Second Life Community Convention, Linden Lab Chief Product Officer Tom Hale, aka T. Linden, showed video of a polygon mesh object responding to a dynamic lighting system much more advanced then the current lighting and shadows that are available in several Beta viewers.
Tags: 3D, 3D modeling, 3DS Max, Blender, dynamic lighting, global illumination, import, Linden Lab, maya, mesh, mesh support, model, modeling, polygon mesh, Second Life, Second Life Community Convention, shadows, SL, SLCC, SLCC09, virtual, virtual world, zbrush
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