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Pepper Bohemian

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  1. I fixed it by using the following MEL script instead: http://wiki.secondlife.com/w/index.php?action=raw&ctype=text/javascript&dontcountme=s&title=LlSculpt_mel/sculpt.mel Looks like v1.03 I was using previously, does not work well with Maya 2012.
  2. Hi, I am trying to create a Second Life "sculpty".. it is not working. Can someone help me? (I know how to make mesh, I am using sculpties because I want this to be larger than 64x64) I am using: Maya 2012, and Quarl Linden's export MEL script for maya v.1.03 Here is my item in maya. It is a sphere with 32x31 spans (Also tried 32x32) I noticed the sculpty map looks more straight-edged than a normal sculpty map & when I load it into SL, I get a square with a hole through the center. I am confused. What gives?
  3. thank you for your kindness! I really hope we can resolve this issue I will PM you with file link. tyvm!!
  4. hello everyone. Still, I can not get this to work. I am trying with a friend too and for both of us this will not work. What more can i say about my situation to help you find my problem? i want to have 5 textures 512x512 with their own UV map texturing 5 different parts of my mesh object I already unwrapped each 5 polygon areas to have their own UV map on 512x512. Then i added unique material to each of the 5 areas that have its own UV. it textures separately in maya but not so in sl?
  5. "I recommend using the FBX 2011.3.1 plugin (which can be found here), so far I haven't had any problems exporting DAE files directly from Maya (multiple materials, skin weights, joint offsets, etc. all seem to work just fine)." tyy i download that
  6. There are only two possibilities here, obviously. One is you're doing something wrong in Maya, and the other is you're doing something wrong in SL. Here's a quick overview of what you need to do in both programs. In Maya: 1. Go into component mode, select whichever polygons you want to share a given texture, and apply a material to the selection. 2. Deselect the previous selection, and now select whatever polygons you want to share a second texture, and apply another material to them. This MUST be a different material from which ever one you applied in step 1. 3. Repeat the process until all polygons have materials. You can have up to eight separate materials on any single mesh. 4. Export to COLLADA. hi chosen, is it possible my problem is cause I have different UV maps for each set of polygons? but i thought that is the point of being able to have 8 different material per single mesh? so that we can have unique HQ textures on each set. I UV unwrapped each set of polygons and apply a new blinn for each set. I know that this part worked because when i am in Maya i can change material color on the blinn and it will change the color on only the polygons it was assigned to
  7. "I just assumed that since you said you had combined your mesh, that you were working with a number of separate objects, instead of applying multiple materials to just one." ooo I did this because first I wanted to uv unwrap each object so I could have a 512x512 HQ texture for each piece. Then I combine in Maya
  8. ty Betty! That is a great tip because I did not know that I could load my mesh as an already linked object where all pieces are positioned perfect. But sadly I think you describe something different than what I am trying to do? The wiki tells me that I can upload a single mesh object (not linkset) and have up to 8 unique textures applied to it. It has a tutorial for blender and 3ds max but nothing for Maya. This type of mesh object isn't able to be pulled apart like a linkset, but yet it can be textured as one. Is this the same as you describe? I will log in tomorrow and test this, please can you let me know?
  9. tyvm meishi. Im using maya 2011 and export as FBX then used the converter to change to .dae When I export should I be shift selecting the content in my hypershade window along with the model? I don't know what I am doing wrong :matte-motes-frown:
  10. Hi can someone please help me? In Maya I can not get the multiple material/textures to work for me once loaded into SL. I read this on the forums for blender but no step by step instructions for Maya. I already combined my mesh object into 1 with different materials and uv map for the different faces. It works for me inside of Maya but when I upload to SL it textures the entire object and won't let me apply different textures. What am i doing wrong? please help
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