Today, I want to show you a brand new addon created by Realistic called RLX Remix. This addon has a different purpose compared to what we have seen previously. If you missed my previous video, I recommend watching it. I link it here to make it easier to use, especially if you are creators on Second Life.
Features of RLX Remix
The RLX Remix addon is designed to create double-sided meshes without the need to add thickness, as you would with modifiers on Solidify. This allows for an opaque and non-transparent interior, which is not achieved with a normal mesh. Additionally, when applying textures to a mesh created with Remix, the textures are applied correctly—without artifacts and without creating extra mass at the edges.
Advantages and Use
The addon creates a copy of the original mesh, duplicates it, and places it in a separate collection, making it easier to manage modifications. RLX Remix is useful for creating objects with a solid appearance and optimally applied textures without the complexity of adding thickness. This ensures better visualization on gaming platforms like Second Life.
Guide to Using RLX Remix
Here are the steps to use the RLX Remix addon for Blender:
Preparation: Create a copy of the original object for export in FBX, and one for Remix, hiding them until needed.
Installation and Selection: After installing the addon, press the N key to open the side panel where the Remix addon is located. Select the object to which you want to apply the Remix effect.
Application of the Effect: Choose Whole Object to apply the effect to the entire object. Activate Duplicate to create a copy of the object, and Grouping Collection to place the modified mesh in a separate collection.
Mesh Generation: Click on Mix Objects to generate the mesh with the Remix effect. The remixed mesh will be in a new separate collection.
Control and Combination: Activate Toggle Orientation to view the orientation of the faces. Choose Select Objects to select both the original and remixed meshes, and click on Join to combine them into a single object.
Export: Once the modification is complete, the object is ready to be exported. The export process will vary depending on the gaming platform used.
Conclusion
In summary, the RLX Remix addon allows for the creation of double-sided meshes without the need to add thickness, with correctly applied textures and without artifacts. The process is simple and fast, and allows for high-quality results for the gaming platform.
The RLX Outfit Mesh Clothing add-on, in beta version, has been released for Blender versions 3.6 and 4.2. It is called Mesh Clothing and is a Blender add-on designed to adapt clothing created with Marvelous Designer, Maya, Blender, or any other 3D modeling program to the various bodies present in Second Life, such as Legacy, Reborn, Lara X, Belleza, etc.
The purpose of this add-on is to simplify the creator’s work, who would normally have to adapt the clothing to different bodies, a rather tedious operation. This is usually done using Blender’s Proportional Editing or other tools available in ZBrush or other 3D modeling programs. Anyone who wants to become familiar with this type of work can search on YouTube for “Refit with Blender” and will realize that refitting clothing to a large number of bodies takes time. Refit is one of the operations, but it is not the only one. It is certainly an extremely tedious operation, and the possibility of performing it completely automatically or almost completely automatically is definitely a significant advantage.
This RLX Outfit Mesh Clothing add-on allows you to easily adapt clothing to different bodies. You can switch from Legacy to Lara X, to Reborn, to Belleza, Classic, Curvy, or any other type of body with extreme ease. It is clear that the perfection or otherwise of the result also depends on the type of clothing, the complexity of the mesh, the retopology, and a series of other factors. However, even if the result is not perfect, we are simply facing a very strong simplification of the Refit work. A perfect Refit can be achieved in a few minutes, albeit with some adjustments.
The steps to use the add-on are very simple. They basically consist of selecting the mesh that needs to be refitted and identifying the target body, that is, the body to which we need to refit our mesh. With some adjustments that can naturally be made, the job is practically done.
In the video published on YouTube, which is having some success, I also explain how to perform this operation. In my opinion, this add-on is highly recommended. I have already included it in my workflow because it certainly simplifies my work a lot. I have very little time available for creating clothes in Second Life, as I already have a full-time job in real life.
I will make a small clarification: autofit is not magic. There is no software that allows you to perfectly refit a dress to a body. It is clear that it still requires adjustment and correction. But it’s one thing to make a correction to something that is already 80-90% correct, and another thing to start from scratch and proceed with the refit from the beginning.
Even though it seems incredible to have to clarify this, for those who pointed out in my video that the skirt is not perfectly refitted and does not fall naturally on the back, it is evident that in the video I should have continued with a smoothing and drawing work to fix the adjustment. I didn’t do it to avoid creating an unnecessarily long and boring video.
Review
Pants was fitted on reborn with the addon above i fitted it to peach without having to have anything but the body and mesh i wanna change super easy to use.
In the vibrant world of Second Life, creators are always seeking new ways to enhance their virtual experiences. One such technique gaining popularity is the creation of neon signs using Blender. Toxxic Rhiannyr, a talented content creator, has recently released an engaging video tutorial that walks you through the process of crafting mesmerizing neon signs to bring your 2D logos to life.
Why Choose Neon Signs?
Neon signs offer a distinctive visual appeal that can captivate audiences in Second Life. With their bright, glowing lights and animated effects, neon signs serve as eye-catching elements for various purposes. Whether you’re seeking to display your brand logo, promote an event, or add an extra touch of visual interest to your virtual space, neon signs can add an element of excitement and creativity.
Introducing Toxxic Rhiannyr’s Video Tutorial
In her latest video tutorial, Toxxic Rhiannyr demonstrates the step-by-step process of creating a stunning neon sign using Blender, a powerful 3D modeling software. In this comprehensive tutorial, Toxxic covers everything from the initial setup to the advanced techniques required to achieve realistic neon effects.
The tutorial begins with an introduction to the fundamental tools and features of Blender. Even if you’re new to 3D modeling, you’ll find Toxxic’s explanations clear and concise, making this tutorial accessible to all skill levels. Along the way, she shares invaluable tips and tricks that she has acquired through her extensive experience in Second Life.
Unleash Your Creativity with Blender
Toxxic Rhiannyr’s tutorial provides a solid foundation to create impressive neon signs, allowing you to breathe life into your 2D logos and texts. By following her expert guidance, you’ll embark on a journey of transforming ordinary designs into vibrant, animated works of art.
In addition to the technical aspects of neon sign creation in Blender, Toxxic emphasizes the importance of experimentation and personalization. She encourages viewers to explore different color schemes, lighting effects, and animations, allowing them to unleash their creative vision and craft unique neon signs that align with their branding or artistic vision.
Conclusion
Toxxic Rhiannyr’s video tutorial on creating neon signs in Blender opens up exciting possibilities for content creators in Second Life. By incorporating these visually stunning elements into your virtual spaces, you’ll leave a lasting impression on visitors and elevate the overall immersive experience.
So, if you’re eager to add that extra “wow” factor to your Second Life creations, be sure to check out Toxxic Rhiannyr’s tutorial. Allow her expertise to guide you through the process and let your imagination run wild. Create mesmerizing neon signs that will undoubtedly impress and inspire all who encounter them in the virtual realm!
Happy creating!
Note: Second Life and Blender are trademarks of their respective owners and are not affiliated with this blog post.
Are you an eBODY Reborn user who wants to achieve a skinny shape without giving up the curvy body you love? Look no further! In this blog post, we will guide you through the process of creating a harmonious and convincing skinny shape for your eBODY Reborn.
Understanding the Complexity
Lowering the values of the different sliders may not be enough to achieve the desired skinny look. The key lies in creating harmony between the various shape adjustments. Since the eBODY Reborn was originally designed as a curvy body, modifying it to appear skinny requires a more nuanced approach.
Step by Step Guide
1. Start with a Backup
Before making any modifications to your shape, it’s always a good idea to create a backup. This way, you can easily revert to your original shape if you are not satisfied with the results.
2. Adjusting the Torso
Begin by reducing the body fat and muscle values in the torso region. Gradually lower these values until you achieve a slimmer appearance. Be cautious not to go too extreme, as maintaining a natural look is important.
3. Slimming the Legs and Arms
Next, focus on the legs and arms. Lower the muscle and body fat values for these areas as well. Pay attention to the proportions and ensure that they remain in balance with the rest of the body.
4. Enhancing the Waistline
To create a more slender waistline, increase the hip angle and reduce the width of the hips slightly. This will help to accentuate an hourglass figure while maintaining a slim appearance.
5. Fine-Tuning the Head and Face
Finally, make slight adjustments to the head and face to complement the overall skinny shape. Reduce the cheek puffiness and adjust the jawline for a more defined look. Avoid going too extreme, as facial adjustments can significantly impact the character of your avatar.
If after following the step-by-step guide, you find that the result is still not satisfactory, there is another option you can explore: deformers. Deformers are accessories that can help you further modify and refine your avatar’s shape. In the case of the eBODY Reborn, the Pretty Liars deformers are highly recommended. These deformers are specifically designed to work with the Reborn body, offering a range of adjustments that can help you achieve even more customization and precision in shaping your avatar. By incorporating deformers into your modification process, you can fine-tune the details and achieve the exact look you desire. Remember, experimenting with different tools and techniques is part of the creative journey, so don’t hesitate to explore the possibilities that deformers provide.
Conclusion
By following these steps and finding the perfect balance between different shape modifications, you can achieve a convincing skinny shape while retaining the beauty and essence of eBODY Reborn’s curvy body. Embrace the versatility of your avatar and enjoy exploring new looks with confidence!
Remember, creating a modified shape is a personal journey, and it may require some trial and error to achieve your desired result. Feel free to experiment and adjust until you find the perfect balance that makes you happy.
You bought beautiful new hair that surrounds your shoulders and flows down your chest: you are already anticipating the final result on your avatar, but something ruins your expectations. Hair hides part of your clothing underneath! This situation occurs when two rigged meshes with alpha textures make each other partially invisible. A picture is worth a thousand words:
It’s a problem that drives photographers crazy but let’s face it, even without being bloggers, this flaw causes a lot of annoyance.
The good news is that this defect is now fixable!
Linden Lab has, in fact, introduced the priorities that help us a lot in this unpleasant situation. To understand priorities and how they work, you can compare them to Photoshop layers. For example, in PS, the layer above precedes the layer below (it hides the layer below). Well, priorities work the same way.
Ok, but what determines which object has priority?
Two aspects define the priority :
The point of attack
The transparent root prim
For now, let’s focus on the first aspect. The attachment point is the bone to which the object is attached. For example, the hair is attached to the “skull, “while the sweater is attached to the “right hand. “
The problem does not exist in my current situation because “skull” has priority over “right hand.” (Skull is the PS level above, while Right Hand is below).
Great, but how do I know the order of priorities of the bones?
Here is a list that will clarify any doubts.
1 – Chest 2 – Skull 3 – Left Shoulder 4 – Right Shoulder 5 – Left Hand 6 – Right Hand 7 – Left Foot 8 – Right Foot 9 – Spine 10 – Pelvis 11 – Mouth 12 – Chin 13 – Left Ear 14 – Right Ear 15 – Left Eyeball 16 – Right Eyeball 17 – Nose 18 – R Upper Arm 19 – R Forearm 20 – L Upper Arm 21 – L Forearm 22 – Right Hip 23 – R Upper Leg 24 – R Lower Leg 25 – Left Hip 26 – L Upper Leg 27 – L Lower Leg 28 – Stomach 29 – Left Pec 30 – Right Pec 31 – [HUD] Center 2 32 – [HUD] Top Right 33 – [HUD] Top 34 – [HUD] Top Left 35 – [HUD] Center 36 – [HUD] Bottom Left 37 – [HUD] Bottom 38 – [HUD] Bottom Right 39 – Neck 40 – Avatar Center 41 – Left Ring Finger 42 – Right Ring Finger 43 – Tail Base 44 – Tail Tip 45 – Left Wing 46 – Right Wing 47 – Jaw 48 – Alt Left Ear 49 – Alt Right Ear 50 – Alt Left Eye 51 – Alt Right Eye 52 – Tongue 53 – Groin 54 – Left Hind Foot 55 – Right Hind Foot
Note that the lower the number, the higher the priority. As you can see, “skull” corresponds to the number 2, while “right hand” to the number 6. So it’s easy to understand why the problem doesn’t exist, right? 😉
Come correggere l’errore Alpha di due mesh riggate? Il problema dei capelli e degli indumenti indossati
Hai comprato dei bellissimi capelli nuovi che circondano le tue spalle e scivolano sul petto: stai già pregustando il risultato finale sul tuo avatar però qualcosa rovina le tue aspettative. I capelli nascondono parte dei tuoi indumenti sottostanti! Questa situazione capita quando ci sono due mesh riggate con delle alpha textures che si rendono reciprocamente e parzialmente invisibili. Un’immagine vale più di mille parole:
E’ un problema che fa impazzire i fotografi ma, diciamolo, anche senza essere dei bloggers, questo difetto dà parecchio fastidio.
La bella novità è che adesso questo difetto è risolvibile!
Linden Lab ha infatti introdotto le priorità che ci aiutano molto in questa sgradevole situazione. Per capire cosa sono le priorità e come funzionano le puoi paragonare ai livelli di Photoshop. In PS, il livello soprastante è prioritario rispetto a quello sottostante (infatti nasconde il livello sottostante). Beh, le priorità funzionano allo stesso modo.
Ok, ma cosa stabilisce quale oggetto ha la priorità?
Ci sono due aspetti che definiscono la priorità:
Il punto di attacco
Il root prim trasparente
Per il momento concentriamoci sul primo aspetto. Il punto di attacco è l’osso a cui l’oggetto risulta collegato. Nel mio caso, ad esempio, i capelli sono attaccati a “cranio“, mentre il maglione risulta attaccato a “mano destra“.
Nella mia situazione attuale il problema non sussiste perchè “cranio” è prioritario rispetto a “mano destra”. (Cranio è il livello di PS soprastante, mentre Mano Destra è quello sottostante).
Ottimo, ma come faccio a sapere l’ordine delle priorità delle ossa?
Eccoti un elenco che ti chiarirà ogni dubbio.
1 – Chest 2 – Skull 3 – Left Shoulder 4 – Right Shoulder 5 – Left Hand 6 – Right Hand 7 – Left Foot 8 – Right Foot 9 – Spine 10 – Pelvis 11 – Mouth 12 – Chin 13 – Left Ear 14 – Right Ear 15 – Left Eyeball 16 – Right Eyeball 17 – Nose 18 – R Upper Arm 19 – R Forearm 20 – L Upper Arm 21 – L Forearm 22 – Right Hip 23 – R Upper Leg 24 – R Lower Leg 25 – Left Hip 26 – L Upper Leg 27 – L Lower Leg 28 – Stomach 29 – Left Pec 30 – Right Pec 31 – [HUD] Center 2 32 – [HUD] Top Right 33 – [HUD] Top 34 – [HUD] Top Left 35 – [HUD] Center 36 – [HUD] Bottom Left 37 – [HUD] Bottom 38 – [HUD] Bottom Right 39 – Neck 40 – Avatar Center 41 – Left Ring Finger 42 – Right Ring Finger 43 – Tail Base 44 – Tail Tip 45 – Left Wing 46 – Right Wing 47 – Jaw 48 – Alt Left Ear 49 – Alt Right Ear 50 – Alt Left Eye 51 – Alt Right Eye 52 – Tongue 53 – Groin 54 – Left Hind Foot 55 – Right Hind Foot
Tieni presente che quanto è più basso è il numero quanto più alta è la priorità. Come puoi vedere “cranio” corrisponde al numero 2, mentre “mano destra” al numero 6. E’ facile quindi capire perchè il problema non sussite, giusto? 😉