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Butler Offcourse

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  1. Hello @Kyrah Abattoir Thank you very much for the reply! Yes all of these comes to retopology, rerouting..etc techniques that I have to dive in and master to achieve those results, I am observing the image and trying to understand, thank you!
  2. @Aquila Kytori Actually i had looked and now I looked it again! I am jealous of your model and modelling skills! ☺️ Actually I agree on the edge loop lack on the front, I had them earlier but then I deleted them "ruthlessly" ( 😅 ) when I was trying to reduce the number of faces while trying to optimize it, but I suppose that I have exaggerated it! LOL You have as you said, more vertical edge loops compared to me, on the toe part, adding more definition to the toe and the opening both on the body surfaces and the pipe, but on the other hand, you have less horizontal edge loop that goes all around the shoe. After seeing your initial screenshots and model, I had tried to delete some of the horizontal edge loops, i actually did delete one, but this was what I thought was the necessary minimum. Having said that, an other part where we have difference is that you have less faces inside the shoe, paired with some triangles, same on the insole and the sole where i kept the quads, I feel like I should play with them to achieve more surface quote that i can use on other parts. I also see that your pipe has more horizontal loops compared to mine, making it smoother compared to mine. Those were my first trials of being ruthless LOL 🙂 Thank you very much again for your reply and help, much appreciated! 🙂 @Kyrah Abattoir , thank You very much for your reply! Actually my problem seemed a bit the opposite, I mean when I use the simple diffuse, set to only color, my shoe is very dark as the one visible on the screenshots I posted above, or in such case, I should pump it up even more the AO with Brightness and contrast in an app like photoshop? Or should I bake the Ambient Occlusion in a different way? There is this option called Bake from multires which I never enabled, that would help? On reflective surfaces, I agree and it will never be accurate as the colors given in the diffuse map will be the colors of my environment in Blender and wherever you be, whether in an house or a forest, it will be reflected that way but well, this was a compromise I was thinking as there is no way around as far as I know. I see the metallic in BSDF and there are even certain textures which provide their own metallic texture, the one I used, I suppose, did not really have any, just a simple chrome, most probably a gray material with the roughness turned down, I should check. Thank you very much for the reply, much appreciated!
  3. Hello @Aquila Kytori , when you posted this valuable post with advices, I had edited my previous post where you can see more about my progress and doubts lol. Those are exactly the kind of advices I am seeking, to improve the project! Thank you! I agree and I see some problems on the shading as well, and had no idea how to fix it. I have never ever experimented on redirecting the edge loop, to clean the edge flow! Your image with green and red line is actually very helpful! I will try it, like I guess that I will have to remove edge loops and then add new vertexes/seperations with kinfe tool to finally create a new direct for the edge, am I correct? It will be interesting, fun and hard to do for my level but I will definitely, try and won't give up till I achieve a good result! I see the white arrows, I suppose that You are telling me to push them upwards, right? Well, the reason I pushed it this low are the toes: If I raise them , there is too much space between the toes and the pipe, making it look too fake and I saw that it is the problem of many flat shoes in SL, so this was what I was trying to eliminate, on the other hand, If I lower the vertexes in front of them towards the toe end, then the toes are going out of the shoe, so I was trying to keep a compromise there. 🤷‍♂️ By the way your model looks so much smoother than mine with less triangles! oh my god! Still need to improve!
  4. Hello @Kyrah Abattoir ☺️ I hope that my last replies from yesterday were not meaningless as while I was typing I fell asleep twice, my eyes were closing! lol So this morning, I followed your advice, and I integrated the pipe to the shoe making it a 1 piece model. So I alligned the interior and exterior edge vertexes of the shoe body to the pipe with merge on last command thru M. At first I tried adding some new cuts to the body creating quads to permit the extra segments of the pipe but then I decided to at firs match the pipe segments to the body and see if i can get away with it. If I want I can increase the segments on the front part to make a better curvature, OR, once done, I can apply a subdisivion modifer with the value 1 and bake the normals and texture with it and and may get away with the material preview. What do you think? ☺️ Here's the result, I'm at total of 2118 triangles with the pipe included! Sharing two photos one with the seams and sharps enabled in overlay and one with disabled. ☺️ Now again to check, I baked textures on it fastly, uploaded the model to SL and fastly sharing with your my experience for feedback, positive or negative is always welcome as critics will always let me improve myself. I tried three different things, I tried one with combined bake texture which is the first image, then I used 3 different textures for Materials, diffuse/colour, Bump/Normal and Shine/AO set to the model in edit mode in SL and then I applied a subdivision modifier and rebaked the diffuse, bump and shine and applied to see if it makes any difference. Here's the results: Standard Combined Bake: Then here with Materials set with Diffuse bake without direct and indirect lights, normal and shine on normal modal: So, strangely, it was looking dark, I couldn't guess why, tried different windlight settings as well, then I changed the diffuse texture with the combined one while keeping the normal and shine textures with my baked ones and the quality increased a lot: Then I applied a subdivision modifier to the model and rebaked all three textures and made a second trial, and the result, to my surprise was very similar if not the same: I was expecting the silver/chrome pipe to be smoother as I see on the 3d of the extre high poly model (8k triangles with the subdivision modifier set on value 1) but it did not change anything. But I also noticed that the normal map did not really assign anything to the pipe, as seen below on my combined and normal map, so you see that in the bottom i have the pipe but on the normal it is almost inexistant.. but guess what, I have an idea, I had straigtened the pipe in the UV unwrap instead of keeping it's curvy shape, could that be the reason? The examples below are the ones from the extra high poly version. And finally to finish my post, I am adding the inspect window to my post, I am using 12 mb of vram, with the material mode as I am using 3 textures (1024 pixel each) , the final result is 1 prim tho! Even tho it does not mean anything on clothes (I suppose) but still, I am glad as my very first trials always resulted as 6-8 prims, if not more!
  5. Hello @Kyrah Abattoir , thank you very much again for your explanations, much appreciated! Normally, till now, I rotate mostly 90 or 180 degrees, I tries the 45 degree (more or less) once, but I'm doing mostly straight. But the 45 degree or weird angles i had used on my previous experiments when I wanted to feel a small gap with an unimported or simple part. Why wouldn't you rate it tho? Because it becomes harder to alligh? Ok, If I do the UV Map as your blue boxes suggests, as you said, I can get away with 512*1024 but 512 wouldn't be low resolution and less crisp compared to 1024? And when I upload the 512*1024 texture to SL, wouldn't it be stretched by SL? Yes, from the posts that I received here about the UV islands, I started to shrink the less important/visible parts but sometimes i keep the big if there is free space that can not be filled with other parts, such as where there is the opening of the shoe from where the foot enters, and since that island was the part of the exterior body, I kept it very big but obviously I ended up with a big, empty round shape inside it. So, I kept the less visible part big to fill that space.
  6. @Kyrah Abattoir , thank you very much again for your reply and explanations Well, the last selected vertice option is definitely useful, as I said, I still did not get the "natural" feeling of using it, and most probably I am doing certain stuff in the long way just because I do not use the M menu yet but I would like to start. Yes when I do the clean up, I mostly keep it in the minimum value and I always check on the status bar how many vertices it deleted and if I notice an unusual big number I always check trying to understand if it did remove wrong vertices. Because sometimes when I use vertex snap, I forget to check the merge vertex button/fuse vertex, so I use the clean to double check.
  7. @Kyrah Abattoir Thank you very much for this lovely explanation with images, I appreciate that a lot! so by doing this I can remove one more face loop from the pipe. Well, I like the knife tool, I use it sometimes to exercise correcting topology or reducing age loops but I still need to continue to practice those techniques but I am quite ok using the knife tool. M if i am not wrong is the one where you choose to snap the two selected vertices in the center...etc if i am not mistaken. Or else I could also use the snap tool to the vertices and I can select the merge vertices options and just to be sure, after finishing, I can make Clean mesh by distance to make sure that I have no doubles, could that be an acceptable alternative? Because the M shortcut menu I did not use a lot, so I may have more trouble in the beginning using it. Thank you very much!
  8. @Kyrah Abattoir , oh wow thank you very much, that is very very kind of you! I appreciate it and it gives me motivation to continue. How would you join them? With a Boolean Union? I thought that it could mess a bit the topology, but I could try it! Unfortunately for now I do not know other techniques to join them. Well I know Ctrl + J but it does not join the surfaces but it "joins" the models if i am not wrong. Also I should say that it was rather easy to do with the step by step workflow explanation of @Aquila Kytori Could this be considered as an acceptable UV Unwrap? for the heel I do not care a lot, I will be putting a normal leather or a like texture. There is some stretching but it looks acceptable, am I wrong?
  9. @Kyrah Abattoir well I actually find them useful but anyways whoever is curious, would search and find them! Also your thread about noob people like me starting in Blender was interesting. Gave me some points for me to think about improving myself! ☺️ Ok, for now, I am satisfied with the model and I tried to decrease as much as loop cuts I can and I "achieved" 2.734 Triangles! Well, 1056 of it is only the pipe going around the opening. I could not bring it lower as it becomes a bit too sharp already, but well, still in an "acceptable" way and again I may try to may be add a subdivision modifier in the future and make normals with it to use on this one. I also deleted the body thickness faces (the ones created from the solidify) sitting beneath the pipeing as they are unvisible, so saved some triangles numbers there as well. I could also delet some faces on the toe part but i did not because I want it to look complete if rezzed on the floor. Now I will unwrap it!
  10. @Aquila Kytori Than you very much for posting an example of the node! Now I can do it! @Kyrah Abattoir Thank you very much! I checked a bit of your old topics, there are very interesting ones with many advices!
  11. Ohhhh now got it!! Then I will definitely will leave some space on the borders! Thank you very much for the heads up! Much appreciated!
  12. @Aquila Kytori , Hello! As I had stated on my previous post, I restarted from the body, and modeled in one piece now! First I immediatly applied the subdivision, then deleted certain loops, but not much. Then I extruded the lower edge in Z towards down and then Between the 4 vertexes I used the F shortcut to create faces for the sole. But I may scale in X and Y a bit outwards the sole to add a touch of light between the leather and the sole, this way it looks too much like a continuation but then if i decide to use the materials, I can do that on the high poly version for baking and add the normal on this version and create the effect without causing triangle increase. Then for the insole with the same technique, I scaled in Y and X a little bit and then extruded upwards, scaled a little bit again in X and Y and created faces with F. Then the heel faces just selected and extruded and then alligned the vertexes in Z with s+z+0. So far, this way, the result is 1916 vertexes without the pipe. It is far from your 1400 but much better than my other seperated model! Here's a screenshot: EDIT: @Quarrel Kukulcan , thank you very much for your reply and kind explanations, much appreciated! Yes actually those are all preliminary, so I will pay attention to not to go to the border because if I understood right, if I am so close, the texture could be "cut" , am I correct? And for the fitted mesh, thank you very much for the link, once I finish the modelling and unwrapping to a satisfactory level, I will read it once I am in the rigging part. I was thinking of rigging it for the Ebody mesh body that I have been working these shoes on and also offer an unrigged version for people who likes to wear it on their shapes, bodies as they are pleased as I do not have any other body dev kits yet. Thank you again!
  13. Hello @Aquila Kytori and hello @ChinRey, thank you very much for your replies! @Aquila Kytori , thank you very much for your detailed answer as usual, much appreciated and wow now I realized that I was doing all of my export process wrong, or let's say harder. What I was doing was this: - I was unwrapping each model/part separately. And all of them were called UVMap by default and not intentionally. Then I was creating a new UV Map in the object properties menu and I was selecting all the parts in object mode, then I was going to the edit mode with them all selected, I was unwrapping it again on the second UV Map that I was calling Bake. This was letting me have all the islands of each part on the same UV Map creating me a UV Atlas and then I would bake on that UV map, delete the old UV Maps and save/export it that way. But, doing the way you are telling me, would let me doing it in a more straight forward and simple way as they are joined, all the uv islands would be on the same UV Map. I have just tried it with two cubes and it is interesting. This morning I was playing again with some organic shapes, similar to shoes, did from one one piece, subdivision modified applied immediately as your workflow and then deleted some loop cuts , then added seams, unwrapped it almost perfectly, added a texture on it and it looks flawless! Well, at least to me unexperienced eyes. I even made less cuts than what I did on my shoe and I faced very few UV stretching. I realize that I always forget to apply the transforms. Actually in the beginning I had forgotten and the unwraps always looked ugly. Then I applied the transforms.. miracle..magical.. it looked almost perfect right away the unwrap that I did afterwards. I also played with the proportional move and I feel more comfortable using it now. I've also found out about this add on called Looptools, enabled it, the Space and Relax commands of it seems very helpful to modify the vertexes in a more coherent way. Do you guys use it? Is it better to fore yourself and learn to make all those vertexes align nicely in 3 views manually? or is it ok or good to use such add-ons? Just posting some screenshots, for feedback. Now I will try to remodel the shoe from one piece, like you did, to see if I manage to do any better than my first attempt of modelling the shoe. I feel almost sad to throw away what I did earlier as I had tried so hard to adjust it to the feet perfectly but well, it is a good exercise to do it and I want it to be efficient, optimized and good looking, hence why I am typing here and asking for your advices and I do really appreciate that you are walking me thru this process. Here's the screenshots of my weird organic shape from this morning: EDIT: Actually I did not touch the shoe and I have tried modelling a boat really fast to try some beveling techniques..etc lol And I was thinking, actually I don't need to remodel the shoe, I can take my body shape and then model on that part the sole and the rest, afterall I just need to model the sole/insole and the heel and all the rest I can keep as it is. Yes, I will do like that. @ChinRey , thank you very much for your reply I had no idea what fitted mesh means, I made a short search and what I understand is that those are rigged meshes, if i am not mistaken. But what I understand from your answers is that in both cases, it has a positive effect on the performance, regardless if it is minor or not. So.....I have to do it in single piece then! Guess what.. time to restart modelling the shoe 😅 Thanks!
  14. Thank you very much for your reply @Kyrah Abattoir , I will try to figure out how to do it as I am still such a noob with the nodes. Thank You!
  15. Hello @Kyrah Abattoir and @Aquila Kytori and thank you very much again for the replies! @Kyrah Abattoir . " node graphs are essentially visual shaders, you are building a mathematic equation to drive the properties of each rendered pixel. " This is an interesting way of thinking/describing, I never thought like that, well, I will have to get more familiar with the nodes in this case, thank you very much! @Aquila Kytori , thank you very much for taking the time to screenshot, paste and post all those screenshots to explain your workflow, I really appreciate the effort, thank you so much! Yes yesterday after asking to you the question, I watched a video about topology, repotology and changing the directions of the loop curves which I am still having difficulty to understand it but experimenting to try to learn. And in the video they were showing the ngones and also they were showing different type of vertexes, I guess they were called E Poles (with 3 edges connected) and N Poles (with more than 4 edges connected) , so now I guess this is going towards the more intermediate level of modelling other than my beginner level, so I get to learn those as well to make better models! Well, I never thought about joining my objects at the end, as It was uploading just fine even when they were several parts. What is the advantage of joining to upload to SL if there are any? All the faces I see on my model when uploaded to SL are the different layers/parts that I have in blender and if i upload it all joined, I would only have one face as a result? Does this have a positive effect on the performance about lag even if it is minor? Thank you very much!
  16. Thank you very much @Kyrah Abattoir for your reply! Much appreciated! 😊 Oh basicly it works like a layer mask in a painting app, black parts hiding and white parts showing. Thank you very much, the nodes in Blender are the part of a deep ocean to dive! lol But I will, sooner or later! 🙃
  17. Thank you very much @Kyrah Abattoir for your reply I had never heard of Krita, I always used photoshop and Affinity, but it looks very nice, let me check it! When you say you draw a mask and a bump map, I know more or less what the bump map looks like, I can figure that out but what is the mask map? Or do you mean the layer mask that you are using in your drawing app? Well, this makes me think that I have to upgrade my computers, even tho they were both 3k+ laptops 4 and 5 years ago, with 4 gb Vram (GTX 980M on Windows and Radeon Pro 560 on the Macbook Pro) they are starting to struggle with the ALM on, damn.. lol, they both have 16 GB ram and i7 processors. But in this case, a 2021 mid range laptop would struggle too, no? What do you mean baking at my final resolution? You mean 1024 pixels which is the upload limit of SL? Or Baking it like 4k, edit it and when you upload to SL, as long as I don't hit an errror telling me that the size is above the limit, let the SL shrink it for you?
  18. Hello @Kyrah Abattoir , thank you very much again for your reply. Could you please explain a bit more? As a checkered material, I have the default UV grid (set as 1024 pixels) of Blender and I make a new material and use it as a texture. Is that what you mean? or should I do something else? So you mean, a stretchy pixel in photoshop could result crips in SL?
  19. Hello again! Thank you both to @Kyrah Abattoir and @Aquila Kytori for your replies, time and advices! Much appreciated, I am learning so much! 😊 @Kyrah Abattoir , wow the result looks wonderful and it would help me to have very good quality. The texture looks very crisp too, love it! Have you modelled the stitches as well or did you do it in photoshop, gimp..etc? When I add stitches, they do not look sharp, they look blurry once I upload. I have an other question as well, this would only work for people who has materials enabled, right? I mean, how would it look if they have it disabled? Which one is the wiser choice? Thank you 🙃 @Aquila Kytori , thank you very much for sharing your model with me, looking at it answered some of my questions! Ok I am glad that I understood to read the statistics the right way, in fact i was alternating between object and edit mode to evaluate the total and singular tris numbers. Thank you! Interesting workflow and it is completely different than the one I use, but I am curious and I would love trying it as well. The reason that I do not apply the subdivision immediately, I get a little bit confused when I have too much vertexes to edit and when I edit the vertexes I am sometimes causing some nodes or loosing some smoothness. I know that I should use the proportional edit but I still have certain issues with it, especially on the scale, when I model a small object, I am having troubles with the proportional editing "brush" scale. Tho I love the idea of adding the subdivision and then removing the loop cuts, especially the part about removing loop cuts ruthlessly 😂 I also think that, this method permits me to have sharp edges where I want, between materials, avoid having little holes in their connection if they are not perfectly aligned and also makes me economise on double or useless faces like the one you have asked me on the other thread. So this is definitely something I should practice and learn. 🙃 Tho there is something I did not understand. Doing the inner and outer soles with Ngons. If I am not mistaken, Ngon is a face generated by 3 vertexes, so a triangle, so you created the inner and outer soles with a triangle in the beginning? Actually yes, I am doing my best to avoid using triangles, but since my object will not be bending, on a shoe, I could may be get away with it if i needed to have certain triangles? Obviously the shading part would be a problem tho if it created issues but on invisible parts such as the interior of the shoe where the toes rest, would not be an huge issue. Yes, I did the shoe in 5 parts: - Exterior and Interior General body, - insole, -sole, -heel, -pipeing As I had explained it on the other post, I did it because I did not know I could separate the UV island materials and also I was thinking that this would make it easier to model different parts and unwrap them but now that I have slightly more experience and knowledge then before, creating it with a single material could be nicer and I can see how applying the subdivision in an early stage could be useful here. One more thing to practice and learn to do better stuff. I guess I could join the parts together by clicking on Ctrl+J or it was J, something like that but inside the model, when i go to edit mode, they would still be separated objects, so I should apply a Boolean as well? What is the advantage of joining them together at this stage that I had started modelling separately? I like the second UV Unwrap proposition, as well! Wow now I have so much to experiment and see! Thank you! 🙃 Haha that smiley logo was just for fun! 😅 For a shoe like this I would definitely design a classy logo like Chanel or Gucci, I'd never put a logo that looks like written by me when I was 6 years old! 😅 But the position/rotation is important! Thank you! 😊
  20. Hello @Aquila Kytori , thank you so much for your reply and I was reading your other reply, try to understand all and reply. 😊 Good question, well, it is useless, it is actually faces that should be deleted lol. As you know, and stated on the other post, I modelled everything separately. The only reason I did this was because I did not know that I could apply different materials to different uv islands on the same model, so I modelled anything that I would use a different material. I also thought that by doing this, I would use less loop cuts to make the transitions between materials sharper..etc. Well, noob mistakes and problems I suppose. To answer your question, that uv face is something that needs to be deleted, and is useless because I modelled the sole, the heel and the insole separately. So one of those faces that you see are the faces of the sole facing upwards, but completely covered by the insole, so to be deleted and obviously has no reason to be in the uv unwrapping. 😁 But other than that, does it seem like a good space using the one I just showed if we ignore the fact that one of the faces are useless?
  21. Hello @Kyrah Abattoir , thank you so much again for your reply! I appreciate the feedback from you guys and I am enjoying using Blender so much, and I still can't belleive how this software can be free, it is fantastic and if, even tho I doubt, someone from Blender Development Member is reading this post, thank you!! 😊 Also thank you to all of who took the time to reply my thread and pointing me out the right way. 🙂 Here's a new unwrap that I did following the guidelines of @Aquila Kytori on my other post, is it better? I could scale in Y the small straight UV's if necessary, but thought that it could cause stretching, need to check them all with UV grid. But here's the result so far, what do you think?
  22. Hello @OptimoMaximo , thank you very much for the answer and your advice! 🙂 Ohh now this is becoming interesting. So I will just reformulate your advice to see if i understood it correctly. What you tell me is to make a UV Unwrap just like the one I did for a better allignment during the render. Then you are telling me to make a second UV Unwrap where I add more seams to fill as much as possible the space that I have in the final baking texture and use the first rendering UV Unwrap as an Input and the second UV Unwrap with more seams and cuts as an output and the allignment on my final result will be like the unwrap that I have on my rendering unwrap but it will feel the space like my second unwrap, am I correct? That is very interesting technique and I never thought about it. There is also the way that @Aquila Kytori has advised me to , in 2 step unwrap and already that way the loss of space is much less, If you did not see it, you can see it here: This is her unwrap but already like this you loose much less space compared to mine. 🙂 So that is the goal when I am satisfied with the modelling part of it.
  23. Hello @Kyrah Abattoir, thank you very much for your reply! 🙂 So you are telling me to use the “close approximation” model as the main mesh model in SL and use the bake texture to give the smoothness that a “subdivision modifier” gives? Is it what you mean? Lately, that I am interested in making stuff for SL, I have became like a geek clicking and inspecting anything I see that I like made my mesh, getting more ideas how many tris people used, how many textures they used...etc, There was this shoe which looked wonderful, very detailed and when I checked the tris number, it was well above 100.000 tris!! 😱 (I guess it was linked ) I will also be making a low poly model to create different LoDs but it is once i am satisfied with the overall shape, proportions..etc of the shoe. 😊
  24. Hello @Kyrah Abattoir , Thank you very much for your reply, it is much appreciated and any advice is always welcome. To be honest, on this surface there are already seams, but this was actually the oldest seams that I had put. @Aquila Kytori gave me some advices to unwrap it better and she showed me that I could pin vertexes which I did not know and it is permitting me to do 2-step unwrapping which I did not know I could. So yes, the model is not finished yet, neither the unwrapping but since I am impatient, and curious how it will look, I tend to upload it time to time to sl to see the result and to “amaze” myself as it is the first time in 12 years that I am creating something for SL. Having said that, I have two questions - The reason that I should avoid wasting space is to increase the crispness of the texture, or let’s say to have a “higher resolution” texture in the same space of 1024 pixel bake image, am I correct? - To save even more space, I could add even more seams, but I do not know (asking your opinion) if it is better to add less seams and waste some space or is it better to add more seams and use the space more efficiently? Because when I am adding more seams, I tend to get more trouble while tileing textures or on procedural materials. Thank you!
  25. Progress, I decided to fix an issue that i had in the shoe from the beginning: - So I finally fixed the thickness faces of the body of the shoe. The problem that I was stating in one of my older posts that the thickness was was not straight but it was strangely pointy and sharp which i I had hidden under the pipe going around the opening but then it was still looking ugly with the material separation as the exterior color was still visible on the top part of the inside, so I brought the subdivision modifier value to 0 and saw the problem, the inner vertexes, were lower than the ones of the exterior body. I have no idea why as I had only applied solidifier modifier. May be it should be adjusted after applying no idea, but anyways, I aligned in z the interior vertexes with the exterior ones around the thickness faces then I increased the crease on both ends forming a very slightly roundish face, much less pronounced than before. And while doing this, a question came to my mind: What I did with the crease, I thought that it was the "make sharp" option but actually I realized that I was able to use the crease without the make sharp, then what is the difference if i may ask? I use the crease instead of adding loop cuts to avoid increasing the number of faces and tris count.Here's the before and after result: Before: After: And then here is the new pipeing I created with an edge loop in the middle of the thickness face, separated the edge loop, turned it into a curve and then played with the bevel values, this was exactly the way I had done the previous one but strangely it was bugging and was going almost flat on the sides, this one looks perfect: So, more than a question, this time I just wanted to share the progress, today I did not have a lot of time to play with it but still, I am enjoying it! So after these changes: BEFORE: AFTER: Now I will fix an other minor issue on the bottom part of the body where I saw a hole and then I will reunwrap it the way you showed me because as you were saying, this way, there is a lot of lost space, so if i unwrapped your way, i can have more space and I suppose that it would make the texture look crisper. So I wanna try it now! UPDATE: Well, I still did not unwrap it but I fixed the other imperfection that I was talking about, and I have been playing with textures, but my god.. while playing with textures, the time passes too fast! It is midnight!! What I did was, I put ready made materials, then go to the nodes, play with them, sometimes change the texture with my textures but taking adventage of their node set-ups, looking fun! Well than I kept changing, adjusting...etc etc and then decided to upload it to SL again. This time I wanted to try the materials as well. So I uploaded one with the combined texture, which is this one: And then I did an other bake with diffuse texture without lights, normal texture and the occlusion texture and applied them to their places in the edit object menu. Well, the result is...umm I have some mixed feelings. The interior looks crispier, nicer, but I have a strange blur depending on the position of the camera as if I have depth of field or like a macro shot bluring everything around my focus. Having said that, the exterior body has some weird bumps as well, most probably the creases are acting as bumps with the normal map. On the other hand, the interior looks much nicer and it is nice to see the light move around the shoe. 🙃 Well, I am just experimenting for now.
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