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Gordon Nadezda

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Everything posted by Gordon Nadezda

  1. Deleted by user. That'll teach me never to wallow in the SL forums ever again.
  2. I am trying to be patient. Truly, I am. And, while I'm not proud of playing this card, I signed up for another annual Premium membership just because of the new homes. While the patient side of myself understands their strategy of slowly making the new homes available, it remembers that my funds were certainly guaranteed to be immediately available in their accounts. So, while I appreciate the work they're doing, my less-than-patient side is feeling annoyed.😉
  3. What days do the Lindens typically rollout new homes? I saw quite a few come up on Monday. Of course, I wasn't quick enough to get one. Then, yesterday, I saw one come up; again, no luck snagging a house. Do the Lindens have some kind of schedule?
  4. I don't like it when some users self-appoint themselves the forum police.
  5. Great post. It would be great to see a tutorial on how you achieved such efficiency.
  6. Great suggestion. I had thought of doing that, but there were so MANY islands that it was a daunting task. I think I will use the suggestions to redo my model with a lot fewer faces. Thanks again!
  7. It didn't even occur to me to use Inset. I feel like an idiot for not thinking about that before. Thank you.
  8. I found a couple of larger textures and am getting a better result. It's still not as good as I'd like, but it's in the right direction. If you have any suggestions for alternatives to using edge loops on the cubes as I described above, I'd be interested in knowing about them. I just didn't know any other way to connect the larger cubes together, and all in one object.
  9. I used a lot of subdivides so that I could extrude the smaller cubes that connect the larger ones (see screenshot). That's the only reason I subdivided as shown. But, I can that it's causing issues. I sort of thought the repeats were a bit high, but the texture I'm using is a 1024x1024. If that's not large enough, how large would you suggest? I tried manually mapping, but with all the faces and complexity, it was a nightmare. BTW, I had already watched your videos. They're great, but I'm not sure it addresses my self-created problem.
  10. I'm having a problem with UV unwrapping this object pictured below. I'm working on the model in Blender. It's a single mesh, and, as you can see, it has many faces. I've unwrapped the mesh using both the Smart UV and Follow Active Quads; Smart UV seems to work best without marking seams. Below is a screenshot of the node editor. My texture image is a 1024x1024 picture of concrete (seamless). Below is a screenshot of my UV Unwrap: The UV Islands are extremely small and I presume that's the reason the baked texture that I'm getting looks so blurry. Below is what the Texture looks like in Blender: While the material looks better: Unfortunately, once I get the model and baked texture uploaded into SL, it looks like the texture example - blurry. Obviously, I'm new to this and am doing something terribly wrong. I hope someone will be kind enough to give some pointers. Like, do I need to mark seams on such a complex object?
  11. I read this kind of post and a little voice in my head screams: "I have so much to learn!"
  12. It's not an answer, but I'm having the same problem - since last night.
  13. I've been considering purchasing a few Blender add-ons from Blender Market, but there are so many to choose from. So, I wondered. What are some useful Blender add-ons that would help with the creation of SL assets? I should mention that my primary focus is static objects/mesh. I was particularly interested in a couple of add-ons. One is called Bake Helper from MeshLogic. The other is BakeTool. But, I'm also interested in feedback on other useful add-ons. I hope this is the appropriate forum for this post. If not, please let me know.
  14. Let me clarify about Builder's Brewery. I think the organization is fantastic and I've taken several classes through them. I've taken a couple on using Mesh Studio and loved it. Builder's Brewery is a wonderful resource and I think classes on using Blender for the creation of 3D assets specifically for SL would be fantastic. After countless hours of video training and a lot of trial and error, I finally have a basic understanding of how to use Blender. I've created lots of projects using my knowledge. The only real way to learn is to do. Now, I'm trying to focus my training on what works for creating 3D assets for Second Life. The closest types of courses on Udemy that utilize Blender target creation for Unity.
  15. I am a member of the Builder's Brewery group and visit the sim often. I've monitored their training calendar, but have yet to see a session involving Blender. Maybe I'm missing something?
  16. I've been looking at Blender courses on Udemy. I've already taken a couple and found them useful in learning how to use Blender. Of course, there are no courses specific to creating 3D assets for Second Life, but I wondered if courses geared toward Unity would provide skills that translate to Second Life. Any thoughts?
  17. I spent the last 25 years working in Desktop support, so I'm not sure how I'd apply that to modeling what I know. But, I do know what interests me in 3D modeling - houses and their accessories. So, I guess that's a start.
  18. I guess I could have given the post a better title. Honestly, I didn't know there were scams in SL involving runway modeling schools. It wasn't exactly what I hoped to learn, but it's something I didn't know before.
  19. I knew about your tutorials and they are fantastic. They involve Blender geared toward SL. Imagine that! I guess what really set me off today was a couple of comments from a so-called "professional" 3D modeler who implied that the "amateurs" should stay away until they've been properly trained. But, of course, they left out the part about how someone actually becomes "properly" trained.
  20. I do feel like I'm often going down the wrong path when it comes to watching tutorials. Almost none of them are 'how to build an X for SL' which makes it frustrating but also a challenge. In a Sansar forum, I read a post from a person who basically said that, unless you are a pro with years of formal training in art, 3D graphics, etc., you really have no business creating content. The justification for her statement was "look at what happened to SL." By that she meant, once mesh uploads were allowed on SL by anyone, the amateurs ruined SL with their highly inefficient mesh. In reality, the so-called pros are some of the worst culprits. I am doing that and have identified issues. That's where the tutorials come in. But, many of them seem like they'd apply to my issue, but mostly the tutorials turn into a trip down the wrong path. That gets discouraging. Still, I have found a few Second Life artists who have posted some great tutorials.
  21. I've posted before - in other forums on SL - about what a person's supposed to do to gain the knowledge necessary to do 3D modeling in SL. I am far from being a pro. In fact, I'm so far from 'pro' that the light from 'pro' would take 100 years to reach me. I've dabbled in the process of creating mesh for Second Life; none of it's commercial. Until recently, my efforts have been more of a hobby. But, as I've recently retired from a 25-year career in another field, I'd like the 3D modeling for SL to become more than just a hobby, but not quite what one might call a full-fledged career. I hope that makes sense. I utilize Blender for modeling and have acquired most of my knowledge of the program by watching YouTube videos. I very quickly realized that most of those videos teach concepts that are inapplicable to game engines like SL. In other words, I am keenly aware of the high- versus low-poly issue; most videos teach high-poly modeling. As we all know, high-poly is not appropriate for most game engines. I've received some great advice to previous posts and greatly appreciate it. I've also come across a few SL community forum posts from people who seem to imply that the non-pro modelers, who rely on YouTube should just pack it up or acquire the "proper training" or "get trained." And, I'm sure they don't mean it intentionally, but both statements seem elitist. That's especially true since very few people go on to expand on their opinions. As I said above, I'm ready to expand my "second career" in 3D modeling for SL - also for Sansar, but that's a whole other thing. I want this to be more than a hobby; although, I don't know that the distinction matters. Other than watch YouTube videos geared toward modeling for game engines, how else is an interested person such as myself supposed to acquire "proper training" or "get trained?" Are there schools or online programs that teach programs to adults who want something that's more than a hobby and just short of a full-fledged career? I apologize in advance if this is confusing, but so is the field I'm discussing.
  22. I have absolutely enjoyed Chic's tutorials. I only wish there were more, but that probably sounds ungrateful.
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