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If I already insert material properties on my mesh from blender, does the material still attach on my mesh when I upload it on SL? If not, how can I attach the material such as gold, silver or other metals colors/textures. Do I need to create my own texture?

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Even if the settings for Blender were imported, there's enough difference between the old Windlight and the new EEP to mess things up.The numbers in the Materials system don't change, but the results, especially Specularity, look very different. Some things you can check in Blender, such as UV mapping and where it puts parts of the texture (likewise for any mesh program), and other things you have to work out in SL. Some viewers let you see a "local" texture, rather than having to pay to upload it. It's either that or Beta Grid, normal maps really need checking before a paid-for upload

 

Posted
6 hours ago, ExStella666 said:

If I already insert material properties on my mesh from blender, does the material still attach on my mesh when I upload it on SL? If not, how can I attach the material such as gold, silver or other metals colors/textures. Do I need to create my own texture?

You can also use CYCLES in Blender to bake the shine and shadow into your texture so that the Windlight - EEP issues aren't so prevalent.  Blender does a TON of things and not all (well, only a few really) are applicable to SL.   You can also create your own texture in a program like Substance Painter and then import.  You mesh uploads with the parameters of your texture placement (the UVmap) but typically not with the texture. Long long ago some folks were uploading textures WITH the model but lots has changed since then and I am not sure that it is possible any longer.  If it is, maybe someone will let you know how.   

Posted
On 8/21/2020 at 6:48 PM, Chic Aeon said:

You can also use CYCLES in Blender to bake the shine and shadow into your texture so that the Windlight - EEP issues aren't so prevalent.

I wouldn't recommend baking actual shine but using something more subtle, complemented with specular & environment in-world. Or shadows if you can avoid it since SL does have a day/night cycle and dynamic shadows if your system can handle them.

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