Requirements: Puchimono and/or Pookie avatars. If you have both, you can mix and match!
This article assumes that you have already read my previous tutorial on how to prepare and list objects on the High Fidelity marketplace.
In this tutorial, we will be creating a wearable. A wearable is an avatar entity that is parented to your avatar, but not always attached to it (a good example of a wearable not attached to your avatar would be a scripted pet). In this case, we will be creating a simple hair bow wearable.
It is suggested that this tutorial is followed in Desktop Mode in either your own personal sandbox or the Maker domain.
Now that HFC Cashouts are in effect, it’s a good time to take any static 3D models you have made and upload them to the marketplace. I plan to in the future cover scripted articles, avatars, and wearables.
In this tutorial, I will take a mushroom model that I have created for Second Life and list it on the High Fidelity marketplace for free. These steps should be accurate as of October 1, 2018.
Using High Fidelity in Desktop Mode is suggested for this tutorial. Continue reading
In most virtual worlds you will see me as Vinny, a mischievous goat/rat fusion who is often wearing magician gear. The image above is how I appear in Second Life.
The image below is how I appear in High Fidelity.
Part of his character is my personality, but also some exaggerated traits. Vinny represents the cheerful childishness that I hope to represent in my interactions with others in virtual worlds. His magical abilities are a representation of my drive to create.
Mold is the name you’ll see me go by around the net. Although it may seem like a strange name, it actually has a lot of meaning to me. I see the process of something molding (or moulding, for non American-English readers) as a constructive and destructive process. Fermentation causes something to change form, shape, color, and gives off heat, with mold as the byproduct. Digitally, if an image or video is shared via social media multiple times, it tends to gain artifacts and lose detail over time. These digital glitches are something I see as a form of digital mold, which is an inspiration for much of the art that I make.