TUTORIAL S02 Make a shirt.

Make the following shirts using SOMATO.

SOMATO can make the texture of an avatar. You do not need to care about the joint of a texture.
But the avatar OBJ file which Linden offers is the “T” pose. If you take the photograph of dress in T pose, the wrinkles of the elbows will be reflected unnaturally. So, we will take down the hand of the right and left of an OBJ file using DAZ|Studio, and use it by SOMATO.

The step which makes a shirt is as follows.
1) Download and install DAZ Studio.
2) Import the avatar file downloaded from Linden to DAZ Studio.
3) Take down the arms of an avatar on DAZ Studio.
4) Export to an OBJ file by DAZ Studio.
5) Divide the saved OBJ file per texture by ObjCut.
6) Read the upper body of an avatar by SOMATO, and save the image for making a texture.
7) Adjust the photograph of a shirt on the basis of the image saved by 6).
8) Read into SOMATO the image adjusted by 7), and OBJ read by 6).
9) Click the BAKE button.
10) Check by preview and save a texture.
11) Upload in-world.

First, let's download and install DAZ Studio.
Though DAZ Studio is a freeware, because it is necessary to register using a mail address, please get the mail address for a registration.
Visit http://www.daz3d.com/

Click Downloads/Updates.
And when you choose DAZ Studio, the window of a download is displayed.

Download “DAZ Studio for Windows”.

Next, click Sign In and register a mail address.

Click Support. And click Product Registration.

You get the serial for PC.

A serial number is displayed as follows. Copy it to a Clipboard.

When DAZ Studio is installed and booted, the dialog which asks for a serial number is displayed.
Paste the serial number which you copied to the clipboard previously.

Then, the scene of initial setting is read.   DAZ Studio started.

You can use DAZ Studio now.
Change initial setting, because the volleyball lady comes out first.

Choose "Preferences..." of the Edit menu.

Choose a Scene tab and set Default Scene as None.

Let's download the OBJ file of an avatar from Second Life Wiki.
The file is in https://wiki.secondlife.com/wiki/Creation_Portal.

Please click the link underlined in red, and you will get the avatar_mesh.zip file.

Next, import the file of an avatar downloaded from Linden.

Choose Import of the File menu.

Choose SL_Female.cr2. It is not SL_Female.obj. (CR2 file is a figure file of POSER)

Then, the following dialogs are displayed.
Click the Locate button.

Specify SL_Female.obj in the same folder.

Then, the female avatar is read into DAZ Studio.

Next, let's display the tab which adjusts the parameter for lowering the arm of an avatar.

Check Parameters in Tabs of the View menu.

And click the left arm of an avatar.

Then, a value is displayed on a parameter tab.
You can see SL_Female:lShldr chosen.

Change the value of reach down-up into -52.20. (You may decide this value freely) If you move a slider or you input a numerical character, the value will change.

Next, click a right arm.

You can see SL_Female:rShldr chosen.
Set the value of reach down-up to 52.20. (Set the modulus of the value of the left arm)

Both arms are down as follows.

Let's export this to an OBJ file.
Choose Export of the File menu.

Specify the filename to save.
I made it the name of SL_Female.obj.

Then, the dialog which specifies the save option of an OBJ file is displayed.

First, choose Blender by Preset.
Choose the Advanced tab and remove the check next to Swap Y and Z Orientation.
A file is saved when you click the Accept button.

Next, let's disassemble the avatar OBJ file which was made from DAZ Studio and in which the arms were lowered by ObjCut, read the upper half of the body by SOMATO, and build the image which becomes a norm to make a texture.

ObjCut is a tool which extracts the group which read the OBJ file, and was divided per the texture or group, or was chosen. Please have a look here for details.

First, boot ObjCut and check the setups.

Check Material under "Divided by".

Close ObjCut and drop the SL_Female.obj file exported from DAZ Studio with ObjCut.

Then, three files are outputted.

You use SL_Female_Material_Upperbody.obj in three files.

Boot SOMATO. And choose Load Sculpt/Obj of the File menu. And specify SL_Female_Material_Upperbody.obj.

Then, you can see the female upper body read as follows. Both arms are down.

The image in which it was shown how a texture is reflected in OBJ is displayed on the pane on the right side of SOMATO. This is a background image which becomes a basis which makes a texture. Let's save this. Choose “Save...” from the Source menu.

An image is saved in the size of 256x256.

Expand this image to 512x512 (or 1024x1024), and adjust a form for the image of dress in layers. Only the texture of a right arm is used in Second Life. Therefore, it is not necessary to adjust the left arm. It is good to adjust to the extent that the boundary line is overflowed a little bit.

The following image is made .

I used the same texture on the front (breast) and the back. If you want to make another texture, make the image seen from the back in the upper step. (You can reuse a background image and the OBJ file of the upper body of an avatar.)

Let's make the texture of dress from SOMATO using the texture created with your graphic tool.
Boot SOMATO and read the OBJ file of the upper body of an avatar.
Choose "Load Sculpt/Obj..." of the File menu and specify SL_Female_Material_Upperbody.obj.

Next, choose "Load..." of the Source menu and read the image of the created dress.

Checkmark next to “Mesh” of the Texture menu so that a mesh is not displayed on the image after creating.

And specify X-ray as Bake Type and click the Bake button. Then, a texture is created and it is displayed on a preview.

Let's save the texture of the created shirt.
Choose and save "Save..." on the Texture menu.

You get the following texture.

Please make an unnecessary part transparent with your graphic tool.

If you use another texture for the back, please create a texture by the same work and merge the image of two sheets with your graphic tool.

Please log in to Second Life and upload your image. It costs 10L$ to upload one image. Therefore, check it with preview. Choose the female upper body by preview of an image.

If you upload it, apply the texture uploaded in a new shirt.

Now you would get your shirt.


This article is automatically translated by the computer interpreter.
Please notify me of any mistakes in translation.


TUTORIAL S01 Make a Saury (Fish)

Make a saury.

Let's make the following saury based on a photograph.

I explained only how to use SOMATO by YouTube.

But I will explain how to make a sculpted prim by TATARA.

We make it in the following steps.
1) Take the photograph of a saury (you can use the image above by saving it to your computer). Remove the whitespace with a graphic tool.
2) Trace an outline in the MAGE mode of TATARA.
3) Make a tail fin in the WAPPA mode of TATARA.
4) Make a ventral fin and a dorsal fin in the TSUCHI mode of TATARA.
5) Read a photograph and a Sculpt Map into SOMATO and make a texture.
6) Maximize a Sculpt Map by TATARA.

Let's start. First, get the photograph of a saury. And remove whitespaces as follows.

Boot TATARA, choose a MAGE tab and read the photograph of a saury by Load BackGround of the View menu.

It was read into the background as follows.

As for an image, an aspect ratio is automatically set to 1:1.

Rotate an overall 90 degrees counterclockwise in accordance with a background.
Drag the mouse, because you will change to a rotational cursor, if the overall is chosen and a cursor is moved near the corner.

As seen below, arrange the control points along with the outline of the saury. Because you build a texture later based on this image, keep the created form from overflowing a sketch. Arrange the control point of the upper bottom as perpendicularly as possible.

Please take notice of the placement of the tail fin. A preview is as follows if it is arranged in this way.

Next, modify the tail fin orthopedically. Choose a WAPPA tab and choose Select None on the Sides menu.

Next, Change the selection from A0 to F1. Choose a cross section with the <> buttons at the lower left of the edit pane. And click the central button.

Push < button and return to the cross section of A0. And choose a bottom half and do Equal intervals. It is done by using the shortcut Ctrl+D.

Next, choose the top half and do Equal intervals.

You get your tail fin!

Next, modify the points to create a ventral fin and a dorsal fin orthopedically. Choose a TSUCHI tab and push the YZ button at the lower left of an edit pane.

Then, it is displayed as follows. You find that the cross section of a dorsal fin and a ventral fin is a circle.

Click the Reverse button by Edit Lines on the View menu.
And check 80 and 81 of Rows and enable the edit only of the cross section of a dorsal fin and a ventral fin.

Only the control point which can push an OK button, then can be edited is displayed.

Because the right and left of that are symmetrical, correct only the left side as follows:

Modify the points symmetrically on the basis of a left side.
Choose Mirror 80-GG from 00-7G of the Edit menu.

Push not YZ but the ZX button.

You get the Sculpt Map.

Read into SOMATO the sculpt map and photograph which were created.
Boot SOMATO. And choose Load Sculpt/OBJ of the File menu, and read the Sculpt Map.

A sculpted prim is displayed on the right side of a window. If you click the button of 0-5, the orientation as which a sculpted prim is displayed changes.

Next, choose Load of the Source menu and read the photograph of a saury. And click "4" button.

Because both are made based on the photograph of the same saury, the forms of a sculpted prim and a texture are the same. Therefore, it is not necessary to fine-tune this project. This is an advantage to using TATARA and SOMATO.

Next, choose Bake Type. "Sunrays" projects a texture on the place where light has hit like sunrays.
X-ray projects a texture not only on the front side but on a back side like a roentgen. Check X-ray, because the back and front should be made into the same texture.

And click the Bake button.

Then, you would get the texture. You can check it immediately by preview.

Choose Save on the Texture menu and save the texture.

The following is the texture; it is created by 512x512.

The Sculpt Map which booted and created in TATARA once again can be read, and I will maximize it. Even if a texture maximizes a sculpted prim, it does not shift.
Choose Load of the File menu and browse to the Sculpt Map of the saury.

Choose Load on the Texture menu and read the texture of a saury.

The texture into is displayed on the mesh.

Choose Disp Mesh of the View menu and the mesh of the texture disappears.

Choose Maximize on the Edit menu and maximize the Sculpt Map.

You will realize that the texture has not shifted.

Save your data as 64x64. Please set TGA Save size of setup dialog to 64x64. I recommend adding "_SP" to the back of sculptmap texture name. Then, you can find your sculpted prim immediately.
IMPORTANT:If an object is set as mod, the Sculpt Map can be screen captured. To prevent it, check Copy Protect by Transparent in the setup dialog.

Please do not upload two or more Sculpt Maps at the same time.

When you upload, please check Use Lossless compression in the upload dialog box. (See image below.)

And also upload the texture created by SOMATO. Check the preview.

The Sculpt Map made from TATARA will reverse the upper and lower sides, so please turn it.
And because it maximized, lengthen the Prim like a saury and make it slender.
Then, it is as follows.

Now you would get your saury.


automatically translated by the computer interpreter.
Please notify me of any mistakes in the translation.