SL Designers

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.