Making my own mesh
Salacity History Part 11...
From the earliest days of Salacity's existence, one thing was clear: the brands that could claim to make their own mesh models outranked those who used prefabricated "templates" for their creations.
I understand why this higher status for genuinely original mesh makers has arisen, and it makes sense in some ways. But it has also created problems (which I will address in a future post) and, in most cases, the customers don't really care.
Nevertheless, this was another glass ceiling demanding to be broken through—not least because it was the deciding factor for the next level up in events that I wanted to participate in. When an event has said they only accept original mesh makers, full-stop, then there's not really much choice to it.
I had been dabbling with Blender for a while, then once I got over my initial discomfort with simply opening the application and staring at all of the many menus and buttons I took on some very simple projects. Gradually, over many months, I became comfortable enough with working in Blender to start to make some things worth uploading into SL.
Many more months later, I was finally making my own mesh for projects I wanted to complete in-world. By summer of 2018, I was making all of the mesh that I needed for the new releases I offered.
I am still proud of the work I did using "template" mesh, and there are a few items that I think are some of my best texturing work on top of pre-fab mesh models. But breaking through into making my own mesh definitely was a "level up" moment for me, and for Salacity.
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