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Tactical Eizenhart

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  1. Well i've been using 3DS Max for 12 years so switching to Blender would be inconveniant.. However i DID try it last week and it seems to be SO laggy and my computer is more than powerful enough to handle it and no i'm not using an unsupported graphics card lol. Otherwise i'd be more than happy to follow your tutorials
  2. The website is down but i already have it uploaded to a file sharing website so i'll send it to you in-world.
  3. Well are there? I've UVW unwrapped things for other games and i can lay it out how i choose. Does the same apply for sculpted prims as long as i use the texture co-ordinate grid as a template? Or do i have to stick to some sort of rule, i know that a sculpted prim is only one surface, unlike a standard prim. I'm messing around with this really, i've made a simple shield and i've obviously got to the UVW unwrap stage. It flattens as a standard square which isn't really what i need. I need to be able to move things around, re-size things, etc. I'm afraid that if i do this then there will be undesired results when applied to the sculpted prim in-world. I don't want big black gaps appearing on it but i assume if i keep the repeats per face and such the same then there shouldn't be a problem? Could anybody give me some advice as i can see it having hindrance on my progression. A simple sample (almost sounds like a nursery rhyme lol) would be great. Thanks a lot! :matte-motes-big-grin: P.s feel free to contact me in-world if you'd like to discuss it more directly, i'm on all the time lol.
  4. I'll work around it. Make things that aren't too big or too small so that, either way, resizing wont be a problem :smileyhappy:
  5. My avatar is only 6ft3 lol. Same height as me iRL. But doesn't the sculpt lose detail and such if scaled to be larger?
  6. Prim Composer is what i'm actually using and yes the mesh does seem much smaller =-/ I figured that what i could do as a solution is this... Make a cube prim around my head in Second Life. Scale it to closely fit my head as near as i can get it. Copy them scale co-ordinates into a box-prim in Prim Composer. Uniform scale the head mesh to fit that cube-prim as closely as possible. Seems to do the trick.
  7. Well i tried this method and it seems way to small... I made a hat and the scale is like in the 0.004 range in the graphics program but that's the scale that fits the head... In Second Life this is just far too small...
  8. How dare you?? She's my sister!!! :smileysad: Lol. Thanks for the text tutorial i'll check it out ^^
  9. Okay if i imported the avatar mesh into the graphics program and built around that would it be to the right scale when imported to Second Life or is the scale different? I like to build things accurately so it would be nice if whatever i built outside, using a avatar mesh as a size reference, would be the correct size when uploaded/imported into Second Life. I do have the standard mesh as i have used it before but i've never really tested the size comparison. Thanks ^^
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