3D clothing design glossary
The technical words you meet when you start making clothing for Second Life and other virtual worlds, each explained in a sentence or two.
Software · Modelling · UVs and textures · Rigging · Files, export and selling
Software
- Blender
- Free, open-source 3D software. It is the standard program for modelling, UV mapping, rigging and exporting clothing for Second Life and most other virtual worlds.
- Blender addon (add-on)
- A plug-in that adds tools to Blender. GALA and the Fur addon by SL Designers are Blender addons for clothing creators.
- Marvelous Designer
- Cloth simulation software in which a garment is sewn from flat patterns, like real tailoring, and draped on an avatar. Its project files end in .zprj.
- Substance Painter
- Texturing software by Adobe for painting materials directly onto a 3D model and exporting PBR texture maps (base colour, normal, roughness, metallic).
- ZBrush
- Digital sculpting software, used for high-detail work such as folds, wrinkles and seams before that detail is baked into a normal map.
- Photoshop
- Image editor used for painting and adjusting textures. Layered texture files are often shared as .psd.
- Avastar
- A third-party Blender addon with the Second Life avatar skeleton and tools for rigging and export.
Modelling
- Mesh
- A 3D object made of vertices, edges and faces. In Second Life, "mesh clothing" means clothing made as a 3D model outside the world and uploaded into it.
- Vertex, edge, face (polygon)
- The building blocks of a mesh: points, the lines between them, and the surfaces they enclose. Faces with three corners are triangles (tris); with four, quads.
- Topology
- The way a mesh's faces are laid out. Good topology follows the shape and the places where it bends, so the garment deforms cleanly when the avatar moves.
- Retopology
- Rebuilding a dense or messy mesh as a clean, lighter one with the same shape.
- High poly and low poly (HP / LP)
- A high-poly mesh carries all the fine detail; a low-poly mesh is the light version that is actually worn. The detail of the first is baked into textures for the second.
- Sculpting
- Shaping a mesh like clay with brushes, used for folds, wrinkles and soft forms.
- Cloth simulation
- Letting the computer drape fabric under gravity over a body, to get natural folds.
- Subdivision
- Splitting every face into smaller ones to make a surface smoother.
- Triangle count (polycount)
- How many triangles a mesh has. Every virtual world limits or penalises heavy meshes, so clothing has to stay within a budget.
- Mesh body
- A replacement avatar body in Second Life, such as Maitreya, Legacy, Reborn or Kupra. Clothing is fitted and rigged separately for each body.
UVs and textures
- UV map
- The flat layout of a 3D surface, which tells the program where each part of a texture goes on the mesh. U and V are the two directions of that flat image.
- UV unwrapping
- Making the UV map: cutting the mesh along seams and laying it out flat, like opening a garment into its pattern pieces.
- Seam
- An edge where the mesh is cut for unwrapping. Seams are placed where they will be least visible.
- Texel density
- How much texture resolution each part of the surface gets. Even texel density keeps a garment equally sharp everywhere.
- Texture (texture map)
- An image applied to a mesh through its UV map: colour, or data such as surface direction or roughness.
- Baking
- Calculating information once and saving it as a texture: the detail of a high-poly mesh as a normal map, or soft shadows as an ambient occlusion map.
- Normal map
- A texture that makes a flat surface catch light as if it had folds, stitches and seams, without adding polygons.
- Ambient occlusion (AO) map
- A texture of soft contact shadows - in folds, under collars - that gives depth.
- PBR (physically based rendering)
- The modern material system: base colour, normal, roughness and metallic maps that react to light the way real surfaces do. Second Life supports PBR materials through glTF.
- Base colour, roughness, metallic
- The main PBR maps: the surface's colour, how matt or glossy it is, and whether it is metal.
- Blinn-Phong (diffuse, normal, specular)
- Second Life's older material system, with diffuse, normal and specular maps. Many products offer both it and PBR.
- Alpha
- Transparency. In Second Life, alpha cuts also hide parts of the body under clothing.
- Material (face)
- A part of a mesh that can carry its own texture and colour. Second Life allows up to eight per mesh object; texture changer HUDs work on them.
Rigging
- Rigging
- Connecting a mesh to a skeleton so that it moves with the avatar. Unrigged clothing is a stiff object; rigged clothing bends at the elbows and knees.
- Armature (skeleton, bones)
- The set of bones that moves an avatar. Clothing is rigged to the same armature as the body it is worn on.
- Skinning
- Another word for binding a mesh to a skeleton: deciding which bones move which vertices.
- Weight painting
- Painting how strongly each bone pulls on each part of the mesh. It decides whether a sleeve bends smoothly or collapses.
- Weight transfer
- Copying weights from the body onto a garment as a starting point, to be corrected by hand afterwards.
- Fitted mesh
- Second Life rigging that also uses the avatar's collision-volume bones, so clothing follows body sliders such as breast, belly and hip size.
- Bento
- The extended Second Life skeleton, with extra bones for hands, face, wings and tails.
- Shape keys (blendshapes, morphs)
- Stored alternative shapes of the same mesh that can be blended in. Used for body sliders in VRChat, The Sims 4 and others.
- Refit
- Adapting an existing garment to another body or shape instead of making it again.
- Clipping (poke-through)
- The body showing through clothing in some pose. Fixed by fit, by weights, or by hiding the body underneath.
Files, export and selling
- Collada (.dae)
- The file format Second Life accepts for mesh uploads, including rigged mesh.
- FBX (.fbx)
- A common 3D exchange format with mesh, rig and animation, used for Unity (VRChat) and Roblox.
- OBJ (.obj)
- A simple 3D format with mesh and UVs but no rig. Used to pass models between programs.
- glTF (.gltf, .glb)
- A modern 3D format. Second Life uses it for PBR materials.
- .blend
- Blender's own project file.
- LOD (level of detail)
- Lighter versions of a mesh shown from farther away. Second Life asks for them at upload.
- Land impact
- Second Life's measure of how much a rezzed object costs a region. Lighter meshes and good LODs keep it low.
- Full perm
- A Second Life item sold with copy, modify and transfer permissions, usually a mesh kit that other creators texture and resell under a licence.
- HUD
- An attachment shown on the wearer's screen in Second Life. A texture changer HUD lets customers change a product's colours and materials.
- Dynamic clothing
- Clothing that moves, sways or reacts instead of staying rigid on the body.
Learn them by doing
These words stop being vocabulary once you have made a garment. See the clothing design courses and the Blender addons.
Questions people ask
What is rigging in Second Life clothing?
Rigging connects a mesh garment to the avatar skeleton so that it bends and moves with the wearer. With fitted-mesh rigging it also follows the wearer's body shape sliders.
What is a UV map?
A UV map is the flat layout of a 3D surface. It tells the program which part of a texture image lands on which part of the mesh.
What is the difference between Blender, Marvelous Designer and Substance Painter?
They do different jobs. Blender is general 3D software: modelling, UVs, rigging and export. Marvelous Designer simulates cloth sewn from patterns. Substance Painter paints materials and textures onto a finished model.