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MistrVi

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  1. i have uploaded the mesh again, applied the textures from the UV map that i v just created but i had the same problem. I believe that SL has a unique wrapping technic which sometimes does not match the blender's one. But as soon as u export collada for SL + opensim and upload the textures too, its all fine. U can just upload textures with ur mesh then when asked and its all solved. Tbh thats the best option cause u just bake your material textures on your UV maps using a full render option and the results are far more realistic. Thanx for your help
  2. Anyway i just use SL collada upload so i can upload textures too, so there is an option 2 luckily. But is it the only way to "match' maps by using the Test grid then apply ur uv maps on it and just "fix" the textures?
  3. i tried a very simple follow quads unwrap and look at the result . (2 materials full render bake) what am i doing wrong?
  4. thanx for you reply you are very helpful. I only have 2(!!) materials though.and i have also tried to upload it alone and stuff.. My building is in pieces anyway, so the 1st floors map looks like this , i just apply it and the result is the above... maybe it has something to do with smart UV object maps? but why it works in cube-like rooms or 1 prim walls ?>.<. I prefer to add baked textures, cause you can bake shading, Ambient occlusion or just full render which is more realistic.
  5. Hey again guys ! Ok i have an issue unwrapping my buildings UV maps . I use blender i unwrap as a smart UV object and bake my materials on image. It works FINE with walls and cubes, but when the map is more complicated and despite the fact that it will work fine with smart UV in blender, when i apply the texture in SL, it is all messed up. Here is what i mean: in the image i only use smart uv unwrapping and i bake. as u can see, ground floor wall and 1st floors little room unwrapping worked fine but, in the first floor , its messed up. It seems fine in blender, but i cant get it to work in SL. Some help? I also tried with various other unwrapping technics but nada!
  6. You were right.... i just used rectangular walls near entrances and physics worked just fine. and yes, i observed that when i analyzed physics before , there was a semi transparent triangle covering the half of the entrance but not with rectangular walls. I believe it was because i used boolean (difference) to cut the entrance . Result was to just triangulate everything in the building which messed up my physics. If i use rectangular walls i think there is no need for an extra physics map at least as it comes to houses... Anyway thank you for your help, i wouldnt v figured out
  7. I do see your point, but i m aware of it.... thing is that i have dissolved faces so they appear as 1 near the door. They are not triangle faces as your 1st image shows. I think, though, that copying the mesh and altering the near door faces so they look like ur 2nd image maybe do the job. I will try it tomorrow and show the results. and also upload an edit mode picture so you can see the faces . Thank you for your tips and responses
  8. Sorry for double post ... here are some pics
  9. Thank you for your very kind and "willing to help" post i really appreciate it and i think you are right... i will upload some pics with my blender options tomorrow and let u see my mesh in Beta grid .
  10. thank you for ur fast reply , yes i v done that , but in most cases the hull to prim feature switch ld make the trick. I dont know what else i can do in blender to create a suitable physics map than toggling triangle mesh at collision bounds . I ld appreciate if someone experienced could guide me cause i read many guides and searched EXACTLY what u adviced before i post this but i just cant figure out what i m doing wrong. And why i cant see those 3 methods on analysis ...
  11. <body> Hello guys, ok i am a new builder and i v seen multiple tutorials and FAQs before i post this , trying to find a solution like crazy but i am at a deadend and i ld appreciate your help a lot. So here is my problem : i have built a mesh house using blender and my problem is that i CANT walk through the door (i created the holes with modifirers-boolean option). I have tried setting features from convex hull to prim, but it still wont work. Now the thing is that i do analyse physics using high detail option option BUT!!!! in step 2:analyze i CANT see the 3 methods , it only says default . What am i doing wrong? In Blender i v set physics (Blender Game) so Collision bounds are switched to triangle mesh. I really dont know what to do and i v spent so many hours with no result. I ld appreciate your help :) kind regards Mr V Martell </body>
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