Lately, I’m contemplating my next steps (or wingflaps). Hats are involved. I have a LOT of older products to spiffen up.
If that’s not a word, it should be.
The men’s version of this single texture hat is worn leather, the women’s is a buff suede.
Doesn’t everybody have at least one sewing machine and steam powered computer in their atelier? Doesn’t everybody have mad trowel typing skills?

Working on 2 new-old hats, and getting excited to finish. I will be updating my products with PBR textures wherever I can, using either InstaMAT/Materialize, or Materializer plus the excellent GLTF Packer. I may have to do post processing using XnSoft, which apparently can watch a folder for changes and run a preset… interesting if it can invert Smoothness maps to Roughness (Bounding Box’s Materializer).
I’m testing a fork of the BB Materializer from Github that’s supposed to have a toggle feature to invert the Smoothness map
The two hats are almost ready to release unto the wilds of Second Life potential customers, so of course I’m spiraling between options for the simplest workflow. I’ll have to log in to the Beta Grid again and test; yesterday I was testing a stonewall texture while messing around with plain vanilla BB Materialize, and paid for stuff that I discovered had the damn alpha textures.
3 kinds of tests:
- InstaMAT Materialize, the “build PBR from a single texture” one
- Bounding Box’s plain vanilla Materialize, perhaps with XnSoft
- BB’s forked version, which is not accepting the MAYA setting
Oh. 4 kinds of tests: GLTF Packer, probably with BB Materialize, to create the GLB file for SL. Tomorrow.
Here are the “raw” images of the two hats, just now with Blinn-Phong textures.
Blah blah blah very boring, so I ended the night at the Raglan Shire Medieval Ball.

