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And this is a set of chainmail, which includes the chainmail shirt, chainmail pants and also a pair of chainmail boots.
Miki Jannings is a resident in the virtual world of Second Life, and this is her home on the Internet. She makes clothes, accessories, weapons and furniture for sale at bargain prices, and her shops can be recognised by the name "Creations by Miki Jannings".
And this is a set of chainmail, which includes the chainmail shirt, chainmail pants and also a pair of chainmail boots.
Last up is "Aki". Very pale skin tone, with brownish eyebrows, though a bit thick. A more pinkish set of nipples with realistic pubic area too. She has a small nose, much smaller than most of my other skins.
Then we have "Akiko", a skin made for Japanese avatars. Unlike previous, similar skins, I have made the skin tone more tanned, not as pale as before. This skin also comes with both shaved and unshaved pubic regions, as well as an accompanying shape with a size more suitable for Japanese.
Last we have "Joanne", with her brown hair (eyebrows and pubic region). Her pubic region is more sparse, but still as realistic and highly defined.
"Kelly" was made based on a lady with brown hair. She has a more confident look, compared to the others.
"Eve" was the first skin that I made. It was an experiment to see how to make skins in Second Life, and well, that explains why it is not as fine as it could be. The eyebrows are slightly thicker than what I would like, the face a bit too rough. But as a basic starter skin, this is something that will do, considering the low price. And the skin is actually cut-and-paste from a photo of a real person.
As you can see here, this is actually a katana, made from a 16x15 sphere. I made it using Blender, exported to the OBJ file, opened the OBJ file with Wings3D, and exported it from there to a sculpted texture for use in SecondLife. I also used UVMapper to create a UV map of the prim, and used it as a template to draw a test texture for the sculpted prim. As you can see, the texture did turn out quite well.
The problem is the sculpted prim itself. The original object in Blender looks like a katana. The OBJ imported into Wings3D looks like a katana. But once it has been exported as a sculpted texture, and uploaded into SecondLife, it just doesn't retain the original shape. I wonder if anyone knows why. The tip of the sword is distorted. And so is the hilt guard. While the hilt guard should be a flat disc (and looks so in Blender and Wings3D), it is distorted when uploaded. The blade should be slightly curved with a sharp tip, but it ended up being distorted too. I guess it has to do with exporting to a sculpted texture. I tried the tutorials on baking textures in Blender, but they came up with flattened shapes as well as weird protrusions.
Anyone knows what to do?