MON CHERIE — SECOND LIFE LOGO SIGN

Uses the latest supplied transparent reference with the interior sparkles.
The rectangular background has been removed from the mesh silhouette.
Heart, lace and ribbons form one shallow solid backing. The Latin bubble
lettering is a separate raised solid mesh with a separate luminous outline.
Illustrated bow folds, lace marks, gingham, subtitle and sparkles are textures.

DEFAULT SIZE AND ORIENTATION
2.000 m wide x 0.118 m deep x 1.810 m high; centred at origin.
X = width, Y = depth, Z = up. Front faces -Y.
Backing thickness 65 mm; raised lettering projects another 53 mm.
Resize the assembled linked sign uniformly as needed.

FILES
MonCherie_SL.blend — editable Blender 4.5 source with packed textures.
meshes/MonCherie_High.dae — upload this as the model (three mesh objects).
meshes/MonCherie_Medium.dae — custom medium detail.
meshes/MonCherie_Low.dae — custom low detail.
meshes/MonCherie_Lowest.dae — custom lowest detail.
meshes/MonCherie_Physics.dae — one simple box per object.
textures/MonCherie_Base_TexturedAO.png — backing artwork with baked shading.
textures/MonCherie_Text_TexturedAO.png — raised lettering with baked shading.
textures/MonCherie_Artwork.png — clean source artwork atlas, without added AO.
textures/MonCherie_Base_AO.png and MonCherie_Text_AO.png — plain Cycles bakes.
MonCherie_Glow.lsl — optional animated glow; owner-touch mode control.
previews/ — lit, unlit, transparent, angled and LOD comparison images.
source/MonCherie_Cutout.png — durable copy of your latest reference.
source/contours.json and geometry.json — editable tracing/build data.
validation.json and export_validation.json — local checks and viewer status.

UPLOAD AND MATERIALS
1. Build > Upload > Model: select meshes/MonCherie_High.dae.
2. Choose Load from file for Medium, Low and Lowest; select matching DAE files.
3. In Physics, load MonCherie_Physics.dae. Review the three simple box shapes.
   For a decorative wall sign, make the whole linked object Phantom after rez.
   Keep physical motion disabled. Box proxies intentionally bridge all lace.
4. Check dimensions and inspect every LOD before calculating the upload cost.
   The uploader determines actual land impact and the upload fee.
5. Rez the resulting three-object linkset. Keep relative placement unchanged.
6. Upload the two TexturedAO PNGs separately. Use Select Face to apply:
   MonCherie_Base / Artwork_A: MonCherie_Base_TexturedAO.png
   MonCherie_Text / Artwork_C: MonCherie_Text_TexturedAO.png
   Set textured faces to white, texture repeats 1 x 1, offsets 0, rotation 0.
   Alpha mode None. Both upload textures are opaque; the cutout is geometry.
7. Edge_B (backing edges/back) is solid muted pink; Edge_D (letter edges/back)
   is solid warm brown. No artwork texture is needed on these material faces.
   Suggested SL tint values: Edge_B <0.72,0.29,0.25>, Edge_D <0.63,0.26,0.20>.
8. MonCherie_Glow has eight material faces, Glow_0 through Glow_7, left to right.
   Clear any textures from these eight faces so their colour remains solid.

GLOW
Use Edit Linked Parts and place MonCherie_Glow.lsl inside the MonCherie_Glow
mesh itself. The script checks for eight faces and operates on LINK_THIS.
Default mode follows the video's on/off and left-to-right relighting idea.
Owner touch cycles: Reference sweep > Steady glow > Soft pulse > Off.
Touch the illuminated outline itself to operate its script.
The script changes face colour, Fullbright and Glow; it requires no texture UUID.
Change glowAmount near the top of the script to adjust strength (default 0.10).
For manual steady glow, set all eight outline faces Fullbright ON, pale cream,
and Glow approximately 0.05–0.12, using your viewer to judge the result.
Blender emission/compositor settings are for preview; they do not export as
SL glow. In-world halo appearance depends on viewer settings and surroundings.
The animated edge uses eight sections, so the sweep is an approximation of
the reference rather than a pixel-for-pixel video effect.

TOPOLOGY AND UV NOTES
Each visual mesh is closed and uses at most eight material faces.
Artwork front UVs use the upper 85% of the 1024-square texture, preserving
the source aspect ratio and alignment. The lower strip is reserved for solid
side/back UVs; their planar stacking is intentional. Do not apply the front
artwork atlas to side/back faces. Editable source meshes and custom LODs are
kept in separate collections. Only the three intended visual meshes export.
The front artwork is intentionally repeated behind the raised lettering to
preserve the logo appearance at distance. These surfaces have physical depth
separation. Custom LODs keep the same object/material identifiers and bounds.

VALIDATION STATUS
Local geometry and COLLADA arrays/index checks are recorded in the JSON files.
SL_VALIDATION: pending. This package has not been uploaded or tested in-world.
Verify upload acceptance, material face order, textures, glow, LOD transitions,
physics and land impact in your Second Life viewer before treating it as final
in-world production. The LSL script is supplied but has not been compiled in SL.

Official references:
https://wiki.secondlife.com/wiki/Mesh/Upload_Model_UI_reference
https://wiki.secondlife.com/wiki/Mesh_and_LOD
https://wiki.secondlife.com/wiki/PRIM_GLOW
https://wiki.secondlife.com/wiki/PRIM_FULLBRIGHT
