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Cracked Mirror

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Everything posted by Cracked Mirror

  1. Thanks for the suggestion, I will try that
  2. To my knowledge MD does not do quads. It does the triangular tessellated mesh which can result in a weird, bumpy looking and a higher poly count, which, as you can see is the exact problem that you see with this mesh, http://www.flickr.com/photos/lecritique/7757040300/ It's also very hard to modify triangulated meshes. You can export the mesh from MD as an OBJ and bring that into blender then you have to rig it and export it as a DAE for SL. So yes you absolutely can use MD and it's a great tool but it requires a lot of cleanup, i.e, all seams will have to be merged together, etc. But it will leave a bumpy mesh and a higher then normal poly count. But still, lots of designers out there use it anyways.
  3. I've been having problems in maya for the last few months were occasionally my texture bakes come out spotty. This goes for AO's and just regular texture bakes with lights. Here's a picture of it at it's worst... And as not bad but still unuseable... Any suggestions as to what the issue might be would be greatly appreciated! Nothing I try seems to work :(
  4. Thanks for the suggestion Chosen, I'll save that tip in my back pocket for later incase I run into trouble again! I actually figured out how to fix it finally! I just deleted history, freezer transformations, saved it out as an obj, opened the obj and saved that out as a dae. Works fine now. I wasn't doing the freeze transformations before. I still don't know what was causing it but at least it works now! It's always the simple things!
  5. I really hope someone can help me with this... Everytime I try exporting a mesh to a .dae the UV maps will not retain. If i try opening the .dae that i Just saved out the UV maps are completely gone, and same when I try loading it in SL. I've tried this in Maya 2012 and 2011 and same issue. I also tried it in 3ds Max and there was no issue, the uv maps exported out just fine. I'm pretty sure this has something to do with a setting as I had a friend check it out for me she had the same problem but was able to fix it by importing it into one of her maya files and then saving it out as a .dae and it worked just fine after that. This has pretty much stalled me and I can't make anything until I sort this problem out and I've had it for days. If anyone can provide any suggestions or insight i'd be eternally grateful! :matte-motes-big-grin:
  6. You guys do know that this is a resident organized event by Damien Fate (of ColdLogic) and LL has nothing to do with it. Also, applications were open to everyone and anyone who specialized in mesh and wished to participate. They were not selective with who they chose. Let's ease up with the pitch forks just a tad bit.
  7. Hmm interesting. What I've been doing is adjusting the color to be lighter through levels and then when I'm done blending I switch it back. As long as i stay in the 2d view there after I'm okay. Its such a hassle though, I think i'm going to just go back to CS4. Thanks everyone for helping me in this matter. I'm going to try to upload the patches that Chosen suggested (which I had no idea about) and see if that helps. If not then I'm just gonna chalk it up to a CS5 bug and go back to CS4. At least now I know it wasn't something I did! lol. That we know of anyways!
  8. Multi-CH is my new obsession, unforunately there is very little literature or anything in the way of how to use it. I know what its capabilities are and how it works and the basics, but I have no idea how to use the different channels or incorporate them in my work flow. Can anyone point me in the right direction or is anyone available to tutor me? I'd pay for your time. Thanks
  9. ohhh! Here's the screenshot for the render settings: http://gyazo.com/1fd9064e635f51f52891f75bfff66154.png sorry about that! I've updated my graphics drivers as per your recommendation. Still not working. I've also uninstalled and reinstalled CS5. I also want to clarify that I only ever have this problem with CS5 3D. I don't have it in the 2D view or in any other photoshop versions. I could use CS4 but was hoping not to have to resort to that becaues the 3D Avatar model does not blend well in between the upper and lower halves. Maybe I have no choice? If you think of ANYTHING else, please let me know. In the mean time I'll keep googling!
  10. Hi Cerise! I did what you suggested but I'm still having the same problem. I also messed around with the driver settings and made every change I could think of but still same problem. I'm not much of a computer person so I don't know a lot about the technical detiails but I also messed around with the settings in performance for Photoshop, (for enable openGL drawing). Is there anything specific that I should be doing? Thanks!
  11. Hmm I dunno if I'm doing it right but i went to the screen resolution and under the monitor settings it says the colors I'm using are true color (32) bit. Am I looking in the wrong place? Sorry if I sound a bit like a newb, and thanks for your help
  12. Hi Chosen! The computer I'm using is a 2 year old HP Pavillian entertainment PC with windows 7 (64 bit). I'm not sure how much info is to much but just incase here's all of it i think: Graphics drive: NVIDIA GeForce 9600M GT Processor: Intel® Core2 Duo CPU P8600 @ 2.40 GHz Installed Memory (RAM): 6.00 GB Here is a snap shot of the 3D menu in the preferences in photoshop: http://gyazo.com/b7dd1d09fe0a73ca7873a7bb3175df5e.png if there is anything else I'm not including please let me know. I'm desperate to fix this! Thanks again!
  13. So I've been struggling with this issue for the last few months and have googled it to death. I'm turning to you the experts and hopefully I can come up with a solution. Every since I switched from Photoshop CS4 to CS5 when using the 3d avatar model all dark colors are pixillated. This makes it impossible for me to blend any seams because it seems as if the resolution is low on the really dark parts of the texture. It's Driving me nuts and have had to refrain from making dark clothing or start out light and then color it dark when I'm done. Its okay in the flat 2D view but when I alter or blend directly onto the 3D model it will make the 2D texture pixilated as well when I switch back to it. Here are some screen shots to show you what I mean... http://gyazo.com/7164423db1f04fa807f2376b43748842.png http://gyazo.com/3b90ded4870bf882d87a02e39d10e2ac.png Really hope you guys can help me with this one! Thanks! Cracked
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