There are a number of great and really poor Photoshop 3D tutorials online. I think Michael Hoffman makes one of the better sets of accuse videos because that those starting out. Click his surname takes you come his YouTube channel. Here is his an easy tutorial for obtaining started through Photoshop 3D (#1 in series) but, that isn’t especially for second Life users. So, I’ll add some SL details help.

You are watching: How to texture mesh clothing in second life

More come Know

There space some points left the end that i think are important for the an easy starting out tutorial. Plus, it no answer questions about using SL classic Avatar files. I’ll try to prize those questions and jump you come the things we do in 2nd Life. 

Be warned the Photoshop is not a replacement for a 3D modeling program, i.e., Blender, Maya, or 3D Max. Girlfriend may need to use one to obtain an imported model into a problem that deserve to be provided in PS. But, friend can develop models in PS and also export lock for use in various other programs (3D->Export 3D Layer).


First, you require the SL Avatar files. This is no as straightforward as the sounds. Chasing under a paper you can JUST use is no easy. I’ll define why and also tell you around the files.

First, know that within PS you space stuck through the UV Map the version was built with. While you have the right to generate a pretty UV Map v PS, the is not the map SL will certainly use as soon as your model and texture are uploaded come SL. So, that is necessary to get a version with a useable UV Mapping.

You’ll find the simple files provided by Linden laboratory here: 2nd Life apparel Tutorials. Look because that the attach Second Life avatar meshes which links to a version that is the entire standard avatar merged into a single model. Looks choose what you require but, the UV Maps in PS are a mess. So, girlfriend will need to use a 3D modeling program to change the model and UV Maps to something an ext usable in Photoshop.

Look for the link Linden body and also clothing templates (era 2003) top top the exact same page. It is a record with the design separated into pieces; chest, lcollar, rcollar, rforearm, etc., etc… It has actually 3 UV Maps that room what you need for use in SL. But, makes for a very complicated model. Awkward for use in PS.

Note: The age of these records is not important. The laboratory does no upgrade the avatar mesh or UC Map layout. To carry out so would break compatibility through existing content. However, Photoshop go upgrade and also some the the brand-new third-party files take benefit of those improvements.

Note: If you are really brand-new to all this, the OBJ document is the model. The MTL document is the material. Photoshop deserve to use the OBJ file not the MTL file. However, you deserve to open the MTL file (text file) and fine the texture path-name needed. Then obtain that texture and use the in PS.

Machinimatrix renders a workbench paper for those NOT making use of AvaStar, the free. It is in your Fitted Mesh Kit. This too is a complete avatar in a single model. That too has the UV Map problem of having actually all 3 maps on height of every other.

Machinimatrix’s AvaStar add-on for Blender has a model contained with the usable UV Maps. So, you have the right to skip worrying about getting a usable file. They have actually done everything for you.

The newest (8/2016) Linden papers are the Bento experimentation files. They are here: job Bento Testing. These are not in a PS usable format. They space Collada records (.dae). You have the right to use Blender to export the design to 3 OBJ papers that have the right to be offered in Photoshop. There are additionally files there for Maya and also 3DS Max.

I don’t uncover a solitary place to acquire a download-and-use paper for Photoshop. This is a case of present designers having actually what lock need. So, few people are searching for simple document to use. Everyone simply uses the old files.

There is also the ‘mesh body’ thing. Making clothes for mesh bodies is much an ext popular 보다 making mesh garments for the classic Avatar. Mesh body creators release models and also UV Maps for those making apparel for your products. So, you need to chase under those models.

Second, you may want to get Robin Woods (JPG PSD PSD-CS2 files) or Chip Midnight’s (PSF Files) clothes Templates. These are UV Maps of the classic Avatar for use with the model. They carry out extra information and, i think, make things easier to understand.

There are templates easily accessible on the SL Wiki’s clothing Tutorials web page from 2003.


To get the model right into Photoshop, create a document with a 1024 or 2048 pixel image.

Click 3D in the height menu and select New Layer native File… navigate to the OBJ document of your choice. The rest is comparable to the video clip tutorial.

The difficulty you might run right into is recognize your design isn’t dealing with the exactly direction. The avatar is frequently laying under or dealing with the appropriate of your screen, not dealing with you.


Changing from perspective to Orthographic

I suggest you traction in the 3D window using the yellow panels to get close to the place you want. I discover that I often get confused regarding which X, Y, Z value to change. The drag changes the value so I understand which come tweak.

I know that being unsure of which method is X, Y, or Z sound odd. But, together you relocate models roughly you’ll see the X, Y, Z orientation can obtain wacky. You have to mentally keep track of every part’s orientation and the scene’s orientation. The X, Y, Z, axis readjust so occasionally Z is up, left, right, or in in between in relationship to the screen. Clicking on a model component can readjust that. Confusing.

So, just typing in a numeric ar can produce a how amazing result.


The video clip and this it s okay you a start. You have the right to skip Michael’s second and 3rd tutorials. There is amazing stuff in them. But, that isn’t points we carry out in SL.

See more: It Works Better Business Bureau, It Works! Global

His 4th tutorial gets right into texturing. I’ll write a tutorial similar to this to go along with his #4 tutorial.