
Creating clothing seams in Second Life involves using a paint program like Photoshop or Paint Shop Pro to work with UV maps and templates. These 2D templates help users understand where the clothing texture seams are located on their avatar. By identifying the seams, users can ensure that the seams match in color. To get started, users should open the top template in their chosen paint program, create a base layer, and then use tools like the lasso tool and paint bucket tool to fill in the desired areas with color.
| Characteristics | Values |
|---|---|
| Familiarization | Familiarize yourself with UV maps |
| Tools | Photoshop, Paint bucket tool, Lasso tool, Graphic Tablet |
| Process | Identify clothing seam locations, color in the space with a paintbrush tool, fill in the areas to be covered in fabric on the template |
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What You'll Learn

Familiarise yourself with UV maps
Before you start creating clothing seams in Second Life, it's important to understand UV maps and how they work. UV maps are two-dimensional representations of a three-dimensional avatar that help you visualise how your clothing design will wrap around the avatar's body. By using UV maps, you can identify where the clothing texture seams are located and ensure your design aligns correctly.
UV maps are an invaluable tool when creating clothing in Second Life. They allow you to see how your design will fit on the avatar and help you make better clothing. You can download free UV maps and have your avatar wear them to compare the avatar with the UV maps in your graphic program. This will help you understand how the UV maps correspond to the avatar's body and how the seams will be positioned.
UV maps typically come in different formats, such as Vector Smart Objects, which can be resized without losing sharpness and clarity. You can also find UV maps in formats like .jpg, zip, and Photoshop files. Some programs, like Photoshop CS5 and Sculptris, even allow you to directly paint on the UV map in 3D, offering a more efficient workflow.
When working with UV maps, it's important to pay attention to the lines and ensure alignment. For example, when designing a jacket or an untucked shirt, you need to consider the upper and lower fabric layers and make sure they align with the lines on the UV map. Any part of the UV map that you don't want to be visible can be made transparent.
Additionally, UV maps can vary in complexity. Simple UV maps may only require changing the texture of a mesh piece, while more intricate designs, like converting a lizard avatar, might demand more advanced modifications. Understanding the basics of UV maps will help you create clothing seams that fit well and look seamless on your Second Life avatar.
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Identify clothing seam locations
When creating clothing, seams are essential for structure and shape. They are used for hems, necklines, edges, and to gather fabric and create pleats. The type of seam you choose will depend on the type of fabric and the desired look of the final garment.
Firstly, consider the function of the seam. Seams can be used to add structure and shape to a garment through elements like darts, which shape hips, waists, and bustlines. They can also be used to create pleats and gather fabric.
Secondly, the type of fabric will dictate the type of seam you use. For example, French seams are ideal for lightweight and delicate fabrics like chiffon, organza, or silk, as they encase the raw edges within a fold of fabric, creating a clean look and soft feel. This type of seam also adds a second line of defence against "busting". On the other hand, bulkier enclosed seams like the flat felled seam are better for tougher fabrics like denim.
Thirdly, the desired look of the final garment will influence your seam choice. If you want a more polished and clean look, a flat felled seam might be a good choice, as it results in two lines of visible stitching. For a more casual style, frayed seams and varied stitches can be used.
Lastly, the stitch type and length should be considered. For a well-made silk garment, aim for 12 to 14 stitches per inch, while for jeans, 9-10 stitches per inch is standard. Longer stitches can cause puckering, while shorter stitches may create unwanted plaits. Zigzag stitching along the raw edge of the seam will prevent fraying.
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Understand how the UV map wraps around
Understanding how UV maps wrap around is an important step in creating clothing seams in Second Life. UV maps are a set of coordinates that determine where each part of a texture is placed on a mesh. In other words, they tell you where to put the different colours and patterns on a 3D object.
When creating clothing in Second Life, you will be working with two-dimensional UV maps that need to wrap around the three-dimensional form of an avatar. This means that the UV map needs to be able to bend and stretch to fit the avatar's body, with the seams of the clothing texture located where the UV map wraps around and the sides join.
To understand this better, you can download ready-to-wear UV maps and have your avatar wear them. By comparing the avatar with the UV maps in a graphic program, you can see how the UV maps stretch and wrap around the avatar's body. This will help you to understand how to place your texture seams correctly.
Additionally, you can use photo editing tools like Photoshop, Gimp, or PaintShop Pro to work with UV maps. These tools allow you to create layers and adjust opacity to see how the UV map aligns with the underlying avatar mesh. By painting on the bottom layer while referring to the UV map, you can ensure that your textures are placed accurately.
Overall, understanding how UV maps wrap around involves visualising how the 2D template translates to a 3D form and using tools to help you accurately place your textures and identify seams.
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Utilise layers to create a base layer
Creating a base layer is the first step in making clothing in Second Life. This is done in Photoshop, using the template. The lines and grid on the template help you to connect the dots and line up clothing edges, textures and seams.
The base layer is the foundation for your clothing item. It is important to use layers when making clothing because it allows you to easily correct mistakes. If all the details were drawn on the same layer, erasing a mistake would also erase any work done correctly. With layers, each specific detail has its own space.
To create a base layer, first, fill in the areas you want to be covered in fabric on the template. You can use a paintbrush tool, but to ensure crisp lines, use the lasso tool. With the lasso tool, draw around the outside of the bust in sections, connecting the line to make an enclosed area. Then, apply colour with the paint bucket tool.
Next, get rid of the dotted lasso line by clicking 'select' and then 'deselect' on the menu bar. Continue this process for the back of the shirt template and the sleeves. You can also add texture to the base layer to give the illusion of fabric.
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Colour in the fabric areas on the template
To create clothing seams in Second Life, you'll need to work with UV maps, which are two-dimensional templates. Familiarising yourself with these maps is the first step in clothing creation. You can access ready-made UV maps or create your own.
UV maps will help you identify where the clothing texture seams are located. For example, if you see a blue stripe running from under the armpit down the leg of an avatar, you can refer to the UV maps to see the same stripe on the inside edges of the "Top" UV Map and the outside edges of the "Bottom" UV Map. This indicates where the seams are.
Now, to colour in the fabric areas on the template, you can follow these steps:
- Select the lasso tool on the left-hand toolbar and right-click to ensure the polygonal lasso tool is selected.
- Draw a line around the template's bust, following the coloured edge. Click continuously to draw the line until it connects and forms a moving dotted line.
- With the "paint bucket tool" selected, click inside the area you've outlined and fill the space with colour.
- To remove the dotted lasso line, go to the menu bar at the top, click "select", and then "deselect".
- Repeat this process for the back of the shirt template and the sleeves, if desired.
- You can explore blending options to give this base layer a texture, creating the illusion of fabric.
By colouring in the fabric areas, you are creating a base layer for your clothing design. This layer will serve as the foundation for your fabric's colour and pattern. You can continue to build upon this layer, adding details and ensuring that seams match in colour.
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Frequently asked questions
The first step is to get a template and open up the "top template" into Photoshop.
You need to fill in the template and make a base layer to work from.
You can use a paintbrush tool, but to get nice crisp lines, use the lasso tool to draw around the outside of the bust in sections, connecting the line to make an enclosed area.
The arm seams and all of the other seams are colour-coded to help you. You can make sure the colours are showing when you upload a file to check it out in Second Life.











































