Part 1: Modelling
I’ve been spending more time lately learning how to use Zbrush to sculpt and texture objects for Second Life. I love the way that ZBrush works – it’s the closest thing to having a big lump of clay on your desk. I’ve learned a few tricks recently that make it easier for me to create sculpted prims, including texturing the object right in Zbrush.
Here’s a video tutorial/demo that shows how I create, model, texture and convert an object for use in Second Life. The whole tutorial is nearly an hour long so I broke it up into two parts. This first section shows my modelling process, the next will show how I texture my objects. For this how-to I’ll be making a realistic Amanita mushroom, from sphere to finished SL object.
For converting the ZBrush object I use a free program called Sculpty Maker that was made by SL resident 2K Suisei. This little program does a fantastic job of convert the shape to a sculptmap. It was the final piece of the puzzle that allows me to use ZBrush for the entire sculpting/texute workflow. You can find it on the SL forums in this thread.
Part 2: Texturing
In Part two of this tutorial I show how I use the ZProject tool to texture the object using a photo as a reference. I also show how you can easily create a shadow/ambient light map using a spiffy plugin called Material Baker by David ikeda.
By the way, you can download a free, 30 day demo version of ZBrush at the Pixologic website.

