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Xenos Xenga

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  1. Thank you so much for the suggestion, I hadnt tried smoothing yet, except for the separate edges. I will try to smooth the mesh. I dont have Turtle, but will keep that in mind too. Bye, Xenos
  2. Thank you so much for your speedy reply. Let me elaborate please: the different faces of the cyclinder are visible, like the ones as a result of hard edges. But my cylinder has soft edges (the rendered image looks perfect, the AO map is faulty)! The faces DON'T show any seams at all, I dont think there are any actually. Just the difference in grey shades between the faces make it obvious where edges are. I have to explain further, the cylinder in this case is a "negative" one, meaning I cut out half a cylinder shape from a cube, using boolean difference. But also the "positive" cylinders show some subtle "banding" along the divisions. The UV-map looks alright to me. I cleaned it up, and have sown and moved edges together etc. Meanwhile, after I posted, I softened the edges even more, under normals, bumped them up to 90. And I increased spread from 0.80 to 1.0. The AO-baked textures still show separate facets. I will just proceed making more tests, and if I book good results I will let you guys know, bye Xenos
  3. In Maya I made a structure including several cylinders, each with a subdivision axis of 24 and it has soft edges between all facets (except top and bottom). I bumped up all the parameters, to create a smooth noise-free rendered image. The rendered image looks near perfect. However, when I bake an AO-map with Mental Ray, even at 2048, the texture shows a somewhat faceted cylinder and the edges are no longer as soft/smooth as in the first rendered image. The division in 24 in this case becomes visible! The texture is not grainy and more or less noise free. The facets however make the texture useless ;( What can I do to solve this, I hope it's not a bug as is suggested on some other forum? Thank you in advance for any suggestions, cheers Xenos
  4. Thank you so much, I just did, and it works perfectly, smiles
  5. I've made a simple architectural shape in mesh: a segmented circular wall/ a wall that curves along a quarter circle. From the outside I can approach the wall very closely, while colliding, being prevented to walk through it. Just as it is supposed to function. On the other hand, when I approach the curve from the inside, I can not reach the wall close by, it's as if there is an invisible screen filling up the cavity on the inside curve. I've uploaded two versions of the mesh model into SL: One with default values/parameters and a second one, where I define the physics shape from an identical DAE file from my PC. Both have the same collision issue. Does anyone have any idea how this issue can be resolved? Thank you in advance, cheers Xenos
  6. I'm having similar problems. Befor going into details, did you guys manage to resolve this specific issue?
  7. No problems uploading mesh under Mountain Lion using Phoenix Viewer! Works like a charm.
  8. I think I resolved the issues I had! I frequently use the insert edge loop tool and extrude. If the smoothing angle is set to any value higher than 00, the crisp edges disappear and the natural 3D impression is hardly noticeable. PS I won't delete the "issue" here anyway, for some people might run into this too.
  9. I'm a beginner with Mesh creation, so much to learn but it's fun! I've been making some panels/wainscoting in Maya to be exported/imported in SL as collada files. The geometry works out fine. One thing strikes me as odd: the panels are recessed and make a natural 3D impression because the individual surfaces reflect light differently, according to angle etc. It is a single object (not textured), but some parts of the geometry lack any specific reflection/shading and look flat. The effect is a bit comparable to objects in SL which are set to fullbright; no longer differences in brightness of individual surfaces are present. Once imported in SL, these panels show identical reflection properties as within the Maya application. What settings have I overlooked or is it a bug? I'm pretty frustrated over this. Anyone's help is much appreciated, cheers, Xenos
  10. Hi, I'm on OS X too. I made a fairly simple structure which uploaded flawlessly to SL. Next I mirrored the structure by scaling it with negative values. Trying to upload was impossible, with error message: DAE parsing error. I used your trick and unchecked the "singel matrix". Next, lo and behold it uploaded, but alas, it was no longer mirrored, although is was in the 3d application. I ended up, having to make a new mirrored version, without resorting to negative scaling. I will experiment a bit with these issues and see. Will keep you posted, cheers, Xenos
  11. I did manage to export multiple times after all: - In the export dialogue panel, we see the "filename" field and next to that the "browse" button. After using the latter to specify both the file name and the directory to save the sculpty map in, the export procedure was succesfully completed. I did check the bmp file in sculptypaint093 app, to get a quick impression. Me happy PS Still clueless about the error message though.
  12. Thank you for the speedy reply, very much appreciated! I must add, om 2 rare occasions, I did manage to export sculpty maps. Unfortunately, I wasn't able to reproduce this workflow on a regular basis. Naturally I tried to repeat it, with identical settings. I can't exclude i made some error somewhere, as I pointed out in my previous post . Btw, I work on a Mac, dunno if that's relevant?. - I suppose a Maya default NURBS cube, should have been exported as 6 seperate BMP's, one for each plane. But it didn't. The default NURBS plane 16x16 wasn't exported either (except for the 2 incidental cases). Both error messages: // Error: line 433: Failed attempt to issue command to imageServer // - I did in fact use v1.04, oblivious of the fact since the header of the dialogue panel says "Maya Sculptie Exporter v1.03". the corresponding line 433 in this instance: $object_copy); - I don't run any external render application anywhere. I run the app locally, relying on the MAYA software rendering. I checked my render settings within the MAYA app. - I've also been searching for a 'ImageServer" mention on the net in relation to MAYA, but left clueless. Apart from that, I have no knowledge of scripting whatsoever. - I still like sculpties for specific applications, but I love the detail of mesh. Prim count/land impact, sometimes make me prefer one over the other. Cheers
  13. I've created a simple NURBS cube in Maya, set all the parameters correctly, I assume, one never knows. But when I run the Maya Sculpty Exporter v1.03, I get the following error message that leaves me puzzled and frustrated: // Error: line 433: Failed attempt to issue command to imageServer // I have no idea what could be wrong, or what should be done to fix it, anyone please? Thank you in advance Xenos PS Hope you don't mind, I also posted this in an other thread. But this s one seems more appropriate for my question.
  14. I've created a simple NURBS cube in Maya, set all the parameters correctly, I assume, one never knows. But when I run the Maya Sculpty Exporter v1.03, I get the following error message that leaves me puzzled and frustrated: // Error: line 433: Failed attempt to issue command to imageServer // I have no idea what could be wrong, or what should be done to fix it, anyone please? Thank you in advance Xenos
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