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canobu Almodovar

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  1. for put it as my avatar image ok, that was all, thanks
  2. for put it as my avatar image ok, that was all, thanks
  3. i finally decided retopologize a new mesh very very low poly with snap, this new with only 141 triangles -> impact 3 now is 5 baked textures I will do more tests of up with physical, now is only phantom + invisible floor
  4. I can think of as a funky-solution for this problem: 1. Making selection around the edge of the UV-end 2. Filled the border selected with a neutral color high
  5. http://community.secondlife.com/t5/Mesh/survival-Blender-notes-3-english-amp-spanish/td-p/2706402 some notes about blender :catembarrassed:
  6. Survival Blender notes. These are my notes from blender, I hope it will help (you may have some errors sorry for the translator) Process: 1. References 2. Modeling (3 phases ) 2a. Base ( initial low poly) 2b. Sculpt Mode / multiresolution . 2c. Retopologizing ( final low poly) 3 . UV 4. Textures ( difuse , Oclussion , normal, specular ) 5 . Skin . . . . . . . . . . Controls Basics . . . . . . . . . . views , viewers, interface 7, 1 , 3, Top , Front , Right Control + 1 , Control + 3 Back, Left 5 orthographic / perspective Z solid / wire T left side panel N right side panel . Focus Camera on selected object selection A selection all / nothing B rectangular selection alt edges LOOP selection control + alt edges RING selection edit Tab Edit Mode Shift + A add Shift + Tab snap Control + Tab vertex , edge , face X clear , dissolve Shift + D clone G , R, S move, rotate , scale X , Y, Z axis transformation in that Shift + ( x, y , z) not on that axis transformation Control + R loop edge Control + R, + to add more edges K knife mayus accuracy with push and other modifiers p separate (detach) . . . . . . Special Controls . . . . . . M switch Layer U Unwrap . . . . . . . . . . Sculpt Mode . . . . . . . . . . G Grab, stretch F brush size Control Inverse Operation Retopologizing A + shift plane Tab Edit Mode Shift + Tab snap U UV texture Paint the object must have UV ( U) , creates a window to view the UV and in that window creates new ( +) and save it in the 3d window, select Texture paint mode , displayed in Texture mode , N / shading / MultiTexture / shadeless not forget to save changes progressively map ( alt + S ) N, Shading , MultiTexture , solid texture or shadeless ( for a better view , without glare or shadows , which you paint on the object ) Bake or Normal Occlusion the object must have UV ( U) , creates a window to view the UV and in that window creates new ( +) and save it 1. Selected sculpted version 2. Mayus + Selected low poly version 3. Render panel (the first panel, the camera icon ) 4 bake mode: Ambient Occlusion Normals or 5 Selected to A,, , 6 finaly bake Skin (transfer vertices weights riggeado an avatar and an item of clothing ) Blend file at first you modeled item (clothes). On the other you have the blend file with your SL avatar rigg bones. Export item in obj the second file (not dae , because then you will fail to try uploading to SL. Dae only to eventually export to SL. To make as merge in 3ds , ie to pass the object blend file to another blend file must be exported in obj) linen blend file - > export obj -> blend avatar file - > export dae -> SL Viewer 1. Selected . clothing and bones 2. Ctrl + P -> Armature Deform with empty Groups Three . Selected . av. and clothing - > Weight Paint - > Transfer Weights Shape Keys ( morphing ) 1. Selected object 2 . Panel Data, Shape Keys, Add ( +) 2 times 3 click . Icon in thumbtack 4 . Sculpt mode 5 click . Icon in thumbtack 6. Change value from 0 to 1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, Apuntes de supervivencia de Blender. estos son mis apuntes de supervivencia de blender, espero que estos apuntes puedan servir de ayuda a quien los necesite, Viva blender! 1. Referencias 2. Modelado (3 fases) . Base (low poly inicial) . Sculpt Mode / Multiresolution. . Retopologizing (low poly definitivo) 3. UV 4. Texturas (difuse, oclussion, normal, specular,) 5. Skin . . . . . . . . . .Controles Basicos. . . . . . . . . . vistas, visores, interfaz 7, 1, 3, Top, Front, Right control + 1, control + 3 Back, Left 5 ortografica / perspectiva Z solido / wire T panel lateral izquierdo N panel lateral derecho . Centrar camara en objeto seleccionado seleccion A seleccion todo / nada B seleccion rectangular alt seleccion LOOP aristas control + alt seleccion RING aristas editar Tab . Edit Mode Shift + A añadir Shift + Tab snap Control + Tab vertex, edge, face X borrar, disolver Shift + D clonar G, R, S mover, girar, escala X, Y, Z transformacion en ese eje Shift + (x, y, z) transformacion no en ese eje Control + R loop edge Control + R, + para añadir más edges K knife mayus precision con push y otros modificadores p separar . . . . . . Controles Especiales. . . . . . M cambiar de Layer U Unwrap . . . . . . . . . .Sculpt Mode. . . . . . . . . . G Grab, estirar F Tamaño pincel Control Operacion Negativa Retopologizing shift + A plane Tab Edit Mode Shift + Tab snap Texture Paint el objeto debe tener UV (U), crea una ventana para ver las UV y en esa ventana crea nueva imagen (+) y guardala en la ventana 3d, selecciona modo Texture paint, visualiza en modo Texture, N/shading/Multitexture/shadeless no te olvides de guardar los cambios del mapa progresivamente (alt + S) N, Shading, Multitexture, texture solid o shadeless (para ver mejor, sin brillos ni sombras, lo que pintas sobre el objeto) Bake Oclusion or Normal el objeto debe tener UV (U), crea una ventana para ver las UV y en esa ventana crea nueva imagen (+) y guardala 1. selecc version esculpida 2. mayus + selecc version low poly 3. panel render (el primer panel, el del icono de la camara) bake mode: Ambient Occlusion or Normals Selected to A,,, Bake Skin (transferir pesos vertices de un avatar ya riggeado a una prenda de ropa) En un primer archivo blend tienes modelado el item (ropa). En el otro archivo blend tienes el avatar SL con su rigg de huesos. Export item en obj al segundo archivo (no en dae, porque luego te dará error al intentarlo subir a SL. Dae unicamente para exportarlo finalmente al SL. Para hacer como con merge en 3ds, es decir para pasar el objeto de un archivo blend a otro archivo blend, debe ser exportando en obj) archivo blend ropa -> export obj -> archivo blend avatar -> export dae -> visor SL 1. selecc. ropa y huesos 2. Control + P -> Armature Deform with Empty Groups 3. selecc. av. y ropa -> Weight Paint -> Transfer Weights Shape Keys (morphing) 1. seleccionar objeto 2. Panel Data, Shape Keys, Add (+) 2 veces 3. click en icono chincheta 4. sculpt mode 5. click en icono chincheta 6. modificar value de 0 a 1
  7. Survival Blender notes. These are my notes from blender, I hope it will help (you may have some errors sorry for the translator) Process: 1. References 2. Modeling (3 phases ) 2a. Base ( initial low poly) 2b. Sculpt Mode / multiresolution . 2c. Retopologizing ( final low poly) 3 . UV 4. Textures ( difuse , Oclussion , normal, specular ) 5 . Skin . . . . . . . . . . Controls Basics . . . . . . . . . . views , viewers, interface 7, 1 , 3, Top , Front , Right Control + 1 , Control + 3 Back, Left 5 orthographic / perspective Z solid / wire T left side panel N right side panel . Focus Camera on selected object selection A selection all / nothing B rectangular selection alt edges LOOP selection control + alt edges RING selection edit Tab Edit Mode Shift + A add Shift + Tab snap Control + Tab vertex , edge , face X clear , dissolve Shift + D clone G , R, S move, rotate , scale X , Y, Z axis transformation in that Shift + ( x, y , z) not on that axis transformation Control + R loop edge Control + R, + to add more edges K knife mayus accuracy with push and other modifiers p separate (detach) . . . . . . Special Controls . . . . . . M switch Layer U Unwrap . . . . . . . . . . Sculpt Mode . . . . . . . . . . G Grab, stretch F brush size Control Inverse Operation Retopologizing A + shift plane Tab Edit Mode Shift + Tab snap U UV texture Paint the object must have UV ( U) , creates a window to view the UV and in that window creates new ( +) and save it in the 3d window, select Texture paint mode , displayed in Texture mode , N / shading / MultiTexture / shadeless not forget to save changes progressively map ( alt + S ) N, Shading , MultiTexture , solid texture or shadeless ( for a better view , without glare or shadows , which you paint on the object ) Bake or Normal Occlusion the object must have UV ( U) , creates a window to view the UV and in that window creates new ( +) and save it 1. Selected sculpted version 2. Mayus + Selected low poly version 3. Render panel (the first panel, the camera icon ) 4 bake mode: Ambient Occlusion Normals or 5 Selected to A,, , 6 finaly bake Skin (transfer vertices weights riggeado an avatar and an item of clothing ) Blend file at first you modeled item (clothes). On the other you have the blend file with your SL avatar rigg bones. Export item in obj the second file (not dae , because then you will fail to try uploading to SL. Dae only to eventually export to SL. To make as merge in 3ds , ie to pass the object blend file to another blend file must be exported in obj) linen blend file - > export obj -> blend avatar file - > export dae -> SL Viewer 1. Selected . clothing and bones 2. Ctrl + P -> Armature Deform with empty Groups Three . Selected . av. and clothing - > Weight Paint - > Transfer Weights Shape Keys ( morphing ) 1. Selected object 2 . Panel Data, Shape Keys, Add ( +) 2 times 3 click . Icon in thumbtack 4 . Sculpt mode 5 click . Icon in thumbtack 6. Change value from 0 to 1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, Apuntes de supervivencia de Blender. estos son mis apuntes de supervivencia de blender, espero que estos apuntes puedan servir de ayuda a quien los necesite, Viva blender! 1. Referencias 2. Modelado (3 fases) . Base (low poly inicial) . Sculpt Mode / Multiresolution. . Retopologizing (low poly definitivo) 3. UV 4. Texturas (difuse, oclussion, normal, specular,) 5. Skin . . . . . . . . . .Controles Basicos. . . . . . . . . . vistas, visores, interfaz 7, 1, 3, Top, Front, Right control + 1, control + 3 Back, Left 5 ortografica / perspectiva Z solido / wire T panel lateral izquierdo N panel lateral derecho . Centrar camara en objeto seleccionado seleccion A seleccion todo / nada B seleccion rectangular alt seleccion LOOP aristas control + alt seleccion RING aristas editar Tab . Edit Mode Shift + A añadir Shift + Tab snap Control + Tab vertex, edge, face X borrar, disolver Shift + D clonar G, R, S mover, girar, escala X, Y, Z transformacion en ese eje Shift + (x, y, z) transformacion no en ese eje Control + R loop edge Control + R, + para añadir más edges K knife mayus precision con push y otros modificadores p separar . . . . . . Controles Especiales. . . . . . M cambiar de Layer U Unwrap . . . . . . . . . .Sculpt Mode. . . . . . . . . . G Grab, estirar F Tamaño pincel Control Operacion Negativa Retopologizing shift + A plane Tab Edit Mode Shift + Tab snap Texture Paint el objeto debe tener UV (U), crea una ventana para ver las UV y en esa ventana crea nueva imagen (+) y guardala en la ventana 3d, selecciona modo Texture paint, visualiza en modo Texture, N/shading/Multitexture/shadeless no te olvides de guardar los cambios del mapa progresivamente (alt + S) N, Shading, Multitexture, texture solid o shadeless (para ver mejor, sin brillos ni sombras, lo que pintas sobre el objeto) Bake Oclusion or Normal el objeto debe tener UV (U), crea una ventana para ver las UV y en esa ventana crea nueva imagen (+) y guardala 1. selecc version esculpida 2. mayus + selecc version low poly 3. panel render (el primer panel, el del icono de la camara) bake mode: Ambient Occlusion or Normals Selected to A,,, Bake Skin (transferir pesos vertices de un avatar ya riggeado a una prenda de ropa) En un primer archivo blend tienes modelado el item (ropa). En el otro archivo blend tienes el avatar SL con su rigg de huesos. Export item en obj al segundo archivo (no en dae, porque luego te dará error al intentarlo subir a SL. Dae unicamente para exportarlo finalmente al SL. Para hacer como con merge en 3ds, es decir para pasar el objeto de un archivo blend a otro archivo blend, debe ser exportando en obj) archivo blend ropa -> export obj -> archivo blend avatar -> export dae -> visor SL 1. selecc. ropa y huesos 2. Control + P -> Armature Deform with Empty Groups 3. selecc. av. y ropa -> Weight Paint -> Transfer Weights Shape Keys (morphing) 1. seleccionar objeto 2. Panel Data, Shape Keys, Add (+) 2 veces 3. click en icono chincheta 4. sculpt mode 5. click en icono chincheta 6. modificar value de 0 a 1
  8. https://www.youtube.com/user/AndrewPPrice/videos Andrew is the best guru in youtube, cool videos http://cgcookie.com/ the best place for lear online (low cost be premium, but they are free videos too)
  9. thank you very much for the tips and tricks, that's fantastic phoenix can export in collada, I forgot to post the result. well this is just a first test, very basic texture. Now to make the texture resolution divide whole mesh in different parts each with its UV (floor, wall, ceiling,,), seriously I love blender <3
  10. thanks for the quick response youre very kind, thanks!
  11. Hi all, I was wondering if they are any some kind of way to export from blender to sl i dislike my shop design, and it is a lot of prims SL,,, would be great be able to export some pieces from SL to blender for use as references and remodel with his bake of oclusion maps, lightmaps,,, looking as a result, improved appearance, and lower consumption of prim. Thanks!
  12. Hi all, I was wondering if they are any some kind of way to export from blender to sl i dislike my shop design, and it is a lot of prims SL,,, would be great be able to export some pieces from SL to blender for use as references and remodel with his bake of oclusion maps, lightmaps,,, looking as a result, improved appearance, and lower consumption of prim. Thanks!
  13. thanks, just what I was looking for, thanks!
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