EpsylonMesh Posted December 15, 2012 Share Posted December 15, 2012 Sorry I do not speak English very wellI'm working on Blender 262 and I have a huge problem I can not solve I really need help I do not know what to do!.Here the concern and texture mesh there are small white triangles in World. I did from MD2 and I sometimes use AVASTAR.I will explain the steps that I did:1 In Edit mode: recalculate normals and smooth2 0.0010 Solidfy and I only checked Fill rim3 Ctrl P my mesh object and armarture4 Copy bone weihgtsThe trouble apparently just the uv map or maybe a problem of normal!How do I do this please?!Thank you in advance Link to comment Share on other sites More sharing options...
Drongle McMahon Posted December 15, 2012 Share Posted December 15, 2012 Please tell us the number of triangles in Blender and the number of triangles it says in the uploader. The reason I ask is that there is a bug with more than 21844 triangles that causes the hidden generation of a new material for the triangles after that number is reached. It will go on generating up to eight total materials, reached at 174752 riangles, after which further triangles will simply disappear (they are assigned to new materials that get culled before upload. The sequence of triangles is unpredictable, so that the ones with the new material appear random. If that is the problem, you should be able to overcome it by checking "Select face" in the edit dialog, selecting one of the white triangles and applying your texture. I would have referred to the jira about this bug, but there is no point now as most people can't see it. 1 Link to comment Share on other sites More sharing options...
EpsylonMesh Posted December 15, 2012 Author Share Posted December 15, 2012 Thank you for answering! Here the mesh in blender below. And in the analysis I upload without triangles 4064. Or is it that I can check visage select please? Thank you very much! Link to comment Share on other sites More sharing options...
Drongle McMahon Posted December 15, 2012 Share Posted December 15, 2012 That is much less than 21844 triangles. So it is not that problem. It must be something else. Your UV map look very small. Can you make it bigger? ...and then ,make sure every triangle is there, Link to comment Share on other sites More sharing options...
EpsylonMesh Posted December 15, 2012 Author Share Posted December 15, 2012 yes its been already more than I want a solution .... Link to comment Share on other sites More sharing options...
Rahkis Andel Posted December 15, 2012 Share Posted December 15, 2012 Did you ensure you don't have any doubles? It doesn't look like you do, but it's worth a try. Select all verts and (w -> remove doubles). Link to comment Share on other sites More sharing options...
2Tee2 Caeran Posted December 16, 2012 Share Posted December 16, 2012 im a complete blender noob but how about checking your normals? Link to comment Share on other sites More sharing options...
EpsylonMesh Posted December 16, 2012 Author Share Posted December 16, 2012 Hello, sorry for the delay! Anything that I've done in edit mode but remove duplicate the problem persists! I also recalculate the normal triangles are always! Link to comment Share on other sites More sharing options...
Drongle McMahon Posted December 16, 2012 Share Posted December 16, 2012 Are all the triangles assigned to the same material? Link to comment Share on other sites More sharing options...
EpsylonMesh Posted December 16, 2012 Author Share Posted December 16, 2012 how can I see please? Thank you very much! Link to comment Share on other sites More sharing options...
EpsylonMesh Posted December 16, 2012 Author Share Posted December 16, 2012 It's good I applied a single material but it is still the same! Link to comment Share on other sites More sharing options...
Aquila Kytori Posted December 16, 2012 Share Posted December 16, 2012 Hi Epsylon The easieast way that someone can perhaps sort out your problem is IF you don't mind sharing your blender file, is to upload the file to somewhere like : http://www.pasteall.org/blend/ and then paste the link to the file here so others can open it and see what is going on .. Link to comment Share on other sites More sharing options...
EpsylonMesh Posted December 16, 2012 Author Share Posted December 16, 2012 Hy Here are the links: http://www.pasteall.org/blend/18176 If anyone can help me please. Link to comment Share on other sites More sharing options...
Min Barzane Posted December 16, 2012 Share Posted December 16, 2012 Your problem is solidify,inner and outer part of your model colide when you rigged them and poke thru eacother.remove inner side and leave just edges to mimic thickness of material.Also when you bake shaddowmap on your model inner and outer part share space on UV,you get double bake wich equals bad AO!One more reason to remove inner part Only when you need inner part is on open type jackets and short skirts that you can see inside of it and ewen than only on part you can see. Link to comment Share on other sites More sharing options...
Aquila Kytori Posted December 16, 2012 Share Posted December 16, 2012 Hmmm ....... I just uploaded the top and it looks ok to me : Link to comment Share on other sites More sharing options...
EpsylonMesh Posted December 16, 2012 Author Share Posted December 16, 2012 I'm sorry but I do not quite understand it does not bother you please give an explanation of a little Detailed. Can you get my email for more detail? Please Thank you for responding its been several weeks I'm trying to solve this big problem. Link to comment Share on other sites More sharing options...
EpsylonMesh Posted December 16, 2012 Author Share Posted December 16, 2012 ok I'm surprised you download what viewer? and how you use blender? did you change anything? Put it anywhere on the mesh texture and tell me if you send the triangles thank you Link to comment Share on other sites More sharing options...
EpsylonMesh Posted December 16, 2012 Author Share Posted December 16, 2012 but if I remove the mesh solidify in the world is transparent! Link to comment Share on other sites More sharing options...
Aquila Kytori Posted December 16, 2012 Share Posted December 16, 2012 I used the SL veiwer . Blender 2.62, i didn't change anything (left it as all triangles ) just selected the top in object mode File > Export> Collade.dae and checked the "Export only selected" in the export panel before hitting Export collada button . In th SL mesh Uploader panel i left everything as default . Have a look at this file below , This is what Min means about deleting all the inside faces of your top that will never be seen and only leaving a few close to the openings that may be seen .. He also said to seperate the UV maps into 4 parts , Front , Back , Front Inside and Back Inside I have given the Front a red colour material , the Back a blue colour, the Inside Front a green material and the Inside Back a yellow colour. The rest of the faces on the inside i have coloured Black, select these by the material and delete (x for delete menu and choose Faces ) Then select by Material colour each part and Unwrap http://www.pasteall.org/blend/18182 Just a note , its best to start from scratch when making mesh clothes, That way you can have nice edge loops to work with Link to comment Share on other sites More sharing options...
EpsylonMesh Posted December 16, 2012 Author Share Posted December 16, 2012 Thank you ! it looks very complicated!! Link to comment Share on other sites More sharing options...
Aquila Kytori Posted December 16, 2012 Share Posted December 16, 2012 Its no more complicated than you had it before, simpler really because you can now select by material for unwrapping . It is a good idea to keep your mesh devided into quads, that way it not only looks simpler but is alot simpler to work with . Link to comment Share on other sites More sharing options...
Aquila Kytori Posted December 16, 2012 Share Posted December 16, 2012 If you like simple have a look at layer 3 on this .blend file . http://www.pasteall.org/blend/18187 I have reworked your mesh into quads using retopology,(mirror not applied ) this is the first time I have tried doing this so for an explanation google Blender Retopology . You will find plenty of video tutos and you may find it usefull in future work. 1 Link to comment Share on other sites More sharing options...
EpsylonMesh Posted December 16, 2012 Author Share Posted December 16, 2012 Its very beautiful :smileywink: For me it's always the same always the big problem! Link to comment Share on other sites More sharing options...
Aquila Kytori Posted December 16, 2012 Share Posted December 16, 2012 If its " always the big problem " as you say then you are probably trying to run before you have learnt to walk If that is the case then you should go back to basics , find a beginners tutorial series and follow that . Mesh clothes is a differcult subject to start with ( to do right anyways ). Not only do you have the mesh to worry about but also the rigging and texturing all 3 more differcult to do for clothes than if you were doing for a static mesh . Start simple , something basic , a table and chairs for example and get them textured correctly . Then a very simple house,again textured and you will find urself learning about SL mesh Physics. If you continue the way you are now you will be getting very frustrated . Its not a coicidence that the monkey is at the bottom of the Add > Mesh menu in Blender, pas a pas on atrappe la singe Link to comment Share on other sites More sharing options...
Dilbert Dilweg Posted December 18, 2012 Share Posted December 18, 2012 EpsylonMesh, Do you possibly our could possibly rez your copy in world so I can take a look at your specific upload? I am curious and would like to see what yours looks like to me in world. If you could give me/us a Links to teleport to the location let me know thanks Link to comment Share on other sites More sharing options...
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