Creating a Water Horse Texture: Part 1

Now that you have all the necessary pieces in place, you can start creating!

  1. The first step is to download the UV maps to your computer that you just extracted to your inventory. The only required textures for a coat are the body & eyelid, so start with those — all the others are optional. Save these as PNGs:
    • ~*WH*~ RidingHorse Amb Occ
    • ~*WH*~ RidingHorseUV 0.2
    • ~*WH*~ Eyelid template
    • ~*WH*~ RidingHorseEyelidUV
  2. Open them in your image editing program of choice. The files with the colored polygons should not be drawn on, but they can be added as separate layers and used as a guide. For this tutorial we’re going to get everything set up in Second Life before spending any length of time on the art.
  3. Draw a really simple design over all the white areas of the body map, and the transparent areas of the eyelid map (except for the top “open” area — otherwise the eye itself will not be visible). Remember, only you will be able to see these textures.
  4. Save the body map as a JPG, and the eyelid map as a PNG.
  5. Back in Second Life, go to an area where you’re able to build/rez objects. We’re now able to start using Local Textures. Begin with a simple cube on the ground, and enter edit mode.
  6. Click on the Textures tab and go into the texture picker. Instead of choosing one from your inventory, click the “local” radio button and then the “add” button. Select the body JPG file you just saved to your computer. When you click the filename in the window on the right and then “OK,” your new texture should be visible on the cube.
  7. We now need to add a script to the cube to give us the UUID of the texture (since it’s not saved in your inventory). Copy the code at the bottom of the page here, and paste it into a new script in the Contents tab of the cube. Make sure the default { } code is included, and save.
  8. Exit edit mode, and click on the cube. The UUID should appear in local chat! Copy this ID and temporarily paste it into a new notecard.
  9. Repeat steps 5 – 8 for the eyelid texture, and add its UUID to the notecard.
  10. Important: Keep all cubes with local textures rezzed while you’re working with them.

Once all the UUIDs are ready, we can move on to creating the applier.

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