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wild Mistwalker

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  1. TU for answer and info Arwen Serpente. At last I know now that it wasn’t my mistake.
  2. By the way importing sculpt after baking is in UV editor window in image menu as “Import as sculptie” – if anybody interested. 
  3. TU for all the tips but I tried it and no progress after importing sculpt it looks exactly the same like original and is also rotated 22.5 degrees on z. I needed this rotation on beginning of creation when I was flattening cylinder 8/8 and needed to keep faces cant on itch side. It looks like its sapping corners in SL to cubic so I have it tapered on the end instead of square:( 
  4. TU for all the tips. Problem is that the blue area from first picture is transparent and it need to be so I need alpha channel – don’t I? But tell me if you can why rest of prim with supposed to look solid look catted (the green and black parts) when alpha channel is applied and if is any way to avoid it – or its some bug and I have to do separate prim for transparent areas I need to do miniature of sculpted house from 1 prim so I will need to put on it 1 texture with walls, roof,… and transparent windows. So if SL shows textures with transparent parts like above (not transparent areas started looking jagged and transparent in places – depending on view angle) my small project is impossible to do 
  5. Heloa everybody Do anybody knew why after adding alpha channel to part of texture for my sculpted prim it started looking like outside out (I tried to change it as well and it doesn’t work : ) I tried to make it without transparency and correct it in gimp – same effect does mean that it is something wrong with prim or texture Do someone know good tutorial on subject? Prim looks ok but after adding half transparent on blue area: I think I doing some simple mistake but been looking for solution last 5 h and can’t find any answer   
  6. TU for help. Yes it was rotated but correcting it doesn’t helped in sl (after correcting and baking its look exactly the same). is it any way to correct it or i have to start it all over  
  7. Hello everybody. Sorry for maybe lame question but this is driving me crazy. Can anybody please explain to me why nice square mesch in blender after baking skulpt and uploading to Second Life is rotated and tapered? I have one more question is it possible to come inside sculpted object if it is big have hole but it isn’t declared as phantom in SL.
  8. Ok I go it guys I had to delete lower multires ad levels before baking and it its ok. I’m so lame but great full for all extra info Thx a lot for all help and have nice day   
  9. I got only so far I create sculpt 8*8 faces with 0 on subdivision level then I can add up to 3th level apply multires and still have 1024 faces – should be ok 
  10. Thx a lot for help but it seems like im to lame to understand yours answers L But it is really annoying when I look thru 100 tutorials in last 4 days , can do a lot with prim and texture in blender and still don’t know if I starting correctlyL So haw to create sculpt On default I have 8 *8 faces and 2 subdivision level and I create for example sphere – cool I have 66 faces. New I changing to edit clicking at apply multires ad level and I have 4096 faces – not 2048 To much? “Q. How detailed can a Sculpted Prim be? * The current implementation samples the Sculpt Texture (or Sculpt Map) by different amounts depending on the "Level of Detail" or LOD. Prims which are close to the viewer camera have a 32x32 grid of vertices, which drops to 16x16 or 8x8 as the prim moves away from camera.” When I try to put 32 faces to began with the subdivision level window getting black but it steel creating my sphere on 256 faces on subdivision level 1 ore 64 faces on subdivision level 2 is it wrong? When I put 32*32 faces on subdivision level 0 all windows getting grey again and created sphere has 1024 faces again cool till I use apply multires and have 41600 Where I can find info on this settings – what I can put when I starting creating sculpt and what max faces, vertices, edges when I finish so prim is still correct 
  11. HI Thx for quick answer but as far as I know I don’t have JASS-2 and I spend quite a lot time making my blender work (finding proper version of everything to work with sl) so I don’t really enthusiastic about changes now J I’m not trying to delete any faces but to make it smoother I added 3 level of multires and had like 4096 faces and after loading into sl prim looked crappie L so I wonder about limits of faces or is a limit on multires levels so prim will not change after loading to sl And again: And second question when I starting my prim in blender from say Hemi or block…. What I choose in sl as sculpt type ( not sphere I guess Anyway thx for answer to lamer J and have nice day 
  12. Hi everyone I only started learning sculpt in blender and can’t find answer to lame problem – what is a limit to faces, edges in created sculpt. I`m positive I so somewhere u can make max 1024 faces for sl but in most tutorials I see that they starting on lower level like 1st for simpler sculpts or 2nd for more complicated and later increase levels to get it more smooth and more details. But in my blender (2.49) when I starting on cylinder I have already 1024 faces on 2nd level with 8*8 faces on x/y and on 3rd 4096. Maybe isn’t important till u keeping proportions and during baking script take care of it but I getting real messed up prims after loading into sl L And second question when I starting my prim in blender from say Hemi or cube grooved…. What I choose in sl as sculpt type ( not sphere I guess ;) 
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