About

I like to make clothes for the virtual world "Second Life"!

Steps of the process include:

› gather references and sketch the design
› draft and sew the pattern in marvelous designer
› simulate the fabric (also in MD)
› retopologize and rig the model in blender
› texture the model in substance painter
› code the texture-change HUD (I give users the freedom to alter the colors on the different parts of the dress) in Second Life!

Quad/tris:
The SL engine converts quads into tris, so any tris you see are reinforcement lines to give the mesh a smoother appearance ingame. I don't know if this is proper for a professional environment, but it works for me!

Polygon count:
The models are also fairly high in polygon count for game assets - the market of SL doesn't seem to value optimization, so there isn't really incentive to keep it low. I do create medium and low versions of the meshes, though!

Textures
Due to the terrible lighting engine in-game, the textures have baked lighting.