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How to Model a low poly animal - Tutorial


Medhue Simoni
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Thanks for taking the time to make tutorials like these.

I am sure many people, including me  would find a complete A to Z  series like this very useful.

 

The reason the Display Stretching in the UV editor is hard to find is because it has changed place 3 times in the last couple of years, In the latest versions 2.91+ they have added a Overlays drop-down menu in the top bar of the UV editor.

1788443278_UVStretch-min.thumb.png.3f57a66b720d80ad4ef43d5181775224.png

 

Looking forward to the next video  🙂

Edited by Aquila Kytori
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@Medhue Simoni

 To be honest the consensus  is to use Avastar  and build from a flat image your mesh and follow a youtube video.  if you create the  mesh in blender you will need to rig it. Nothing i have tried in blender which  has made a Linden Second life  compatible armature. Even worse the ones you can buy on MP like mine are not as advertised at 3000L you don't own and they are not as described  . I have spend two weeks or more scripting in Linden Scripting  1000 lines of script to run an Animesh  on land and above ground . I started to learn about this using the Linden  character toolkit however if you expect your animal to fly this will not work as character based Animesh cannot fly due to the pathfinding currently not working above ground. Your only option is to write routines for the Motion Animation routines to get it fly. I have wasted about a month with this to no end please see my other posts as I don't want you to have your expectancy high that this can be done without Avastar and spending a huge amount of money on that route . You should also be aware you cannot use blender 2.91.2 with avastar it is about 110 version improvements on  blender  2.80 which I believe blender  version 2.80  works with Avastar. I hope this helps but am sure its not what you want to hear.

 

Kind Regards

Denise

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7 hours ago, VirtualKitten said:

@Medhue Simoni

 To be honest the consensus  is to use Avastar  and build from a flat image your mesh and follow a youtube video.  if you create the  mesh in blender you will need to rig it. Nothing i have tried in blender which  has made a Linden Second life  compatible armature. Even worse the ones you can buy on MP like mine are not as advertised at 3000L you don't own and they are not as described  . I have spend two weeks or more scripting in Linden Scripting  1000 lines of script to run an Animesh  on land and above ground . I started to learn about this using the Linden  character toolkit however if you expect your animal to fly this will not work as character based Animesh cannot fly due to the pathfinding currently not working above ground. Your only option is to write routines for the Motion Animation routines to get it fly. I have wasted about a month with this to no end please see my other posts as I don't want you to have your expectancy high that this can be done without Avastar and spending a huge amount of money on that route . You should also be aware you cannot use blender 2.91.2 with avastar it is about 110 version improvements on  blender  2.80 which I believe blender  version 2.80  works with Avastar. I hope this helps but am sure its not what you want to hear.

 

Kind Regards

Denise

As mentioned in my other post in response to your vent about rigify not being compatible with SL, it's not about a "consensus" over which tools to use. It's about what tools are available to achieve the results you want without studying 3d, then the SL documentation, then scripting for years before you can get a working character for SL. in the other post you mention how LL doesn't make it easy and that rigify is what people want in such regard, but honestly this is a pretentious point. Although it's true that LL doesn't make any effort to provide tools, not even basic, to create content,it is also true that when it comes to 3d creation it is not, and can't expect it to be, a matter of "magic buttons" and "just work" philosophy, nor a bunch of tutorials specifically tailored to one's own needs of the moment. 

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18 hours ago, OptimoMaximo said:

3d creation it is not, and can't expect it to be, a matter of "magic buttons"

There's something wrong with that quote fragment. it ought to look something like this:

3D CREATION IS NOT,

AND CAN'T BE,

A MATTER OF

"MAGIC BUTTONS"

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