I have been asked what my workflow is in getting my work from Blender to Second Life, so here it is. I'm not going to do anything elaborate, in fact, I'm going to do a cube. This should however, help you get your creations in world easier by using this workflow.
First, If you are new to blender, I would suggest you download this file and use it as your start file:
Open your start up file and save it as New Project.
Lets go ahead and delete the cube so we can start with a blank slate.
Let's first make sure we are in Cycles Render:
I know this seems counter intuitive, but lets go in and add the cube again, go down to the mesh menu and click Add -> Mesh ->Cube
Now that we have our cube, let go into edit
Select all of your vertices by clicking "A" so your screen looks like this:
In the Mesh Menu, click Mesh ->Unwrap ->Smart UV Projection.
For right now, we're going to accept the default values:
Now you should have something that looks like this:
Now lets add an image we will bake our texture to:
Go ahead and save it to a place where you will be able to find it easily. I personally save my textures to a folder I made for my projest on my desktop.
Next we will need to add an environment texture so se don't have to manually set up our lighting. For a good free resource on finding HDRI maps, try HDRI Haven.
Go to your "World" button on the properties menu:
Then click the button off to the side of the gray color to get this menu. Then choose Environment Texture:
Then choose your environment texture.
Next we need to make sure the ambient occlusion is checked. so go down a little further in the same menu panel and tick the ambient occlusion box. We'll just keep the defualt values for now.
Next we will add materials to your cube. Go to the Materials button:
Click on the "+" to get a new material slot. Then Click on the "NEW" button to get a new material.
Your node editor window at the bottom should now look like this:
Now we're going to add some textures and size them. Go to your node editor menu at the bottom of Blender and choose: Add -> Texture ->Image Texture
Connect the Texture node to the Color on the Diffuse BSDF Node
Then to scale our texture, we're going to need to add the mapping node. In the node menu click Add->Vector->Mapping: Connet the node to the texture node
To get our textures to map properly we are going to need to add a texture coordinate. In the node menu click Add ->Input -> Texture Coordinate:
Be sure you connect your node from the UV to the Vector on the Mapping node.
Now all we need is another texture node. This time, however, we won't need to connect any of the nodes. Just leave it at the bottom of our nodes and add the texture we saved from the UV editor. This will become our final texture we will upload into Second Life.
Now we need to set up our render settings. Go to the Properties panel and click on the camera to bring up or render settings:
Set your render samples to 2048 for now. Its more than our image size, but for now it will do. Then scroll down to bake and let your computer render your image. When its done, the UV will look like this:
All you need to do is pack and save the image then we're ready to export our cube. Switch to Object mode, then in the main menu, click File ->Export -> DAE(Avastar)
Now all we need to do is upload to Second Life. To do that, we will be using Firestorm viewer. Go to Build -> Upload ->Mesh
Then you should get this screen:
For now, the default values are fine. but with more complicated builds, you will need to adjust them to fit your needs.
Next we need to add physics to our cube. So click on the Physics tab and select "from file".
Click the "Analyze" button, then calculate and upload your mesh.
All that is needed is to upload your texture and apply it to your cube.
Voile'! you've done it! your first mesh in Second Life!