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Spaiker Bravitz

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Posts posted by Spaiker Bravitz

  1. 1 hour ago, CoffeeDujour said:

    You set the textured face to alpha masking in the viewer and then set a cut off value. There is nothing you can do in blender that will correct the effect you are seeing when rendered in SL. 

    Alpha blending involves textures with variable transparency and allows you to blend one into another, it's easy to achieve a soft pretty effect but that comes at the cost of being very expensive to render (as in detrimental to performance) and runs the risk of glitching when there are multiple alpha textures (in your case .. the one on your beard and the ones on the face).

    Alpha masking creates a hard cutout around your texture, parts are fully transparent, others are full opaque. It's a little trickier to use but has the advantage of being fast and immune from the various sorting issues that blended alpha suffers.

    I did it and it worked, thank you very much for your answers.  :) it got better

     

    f370dfa0d671e5068310b85174880c8b.png

    • Thanks 1
  2. 5 minutes ago, CoffeeDujour said:

    Não existe uma solução técnica para a falha de textura alfa combinada, é um problema fundamental que afeta o mecanismo de renderização do SL e nunca será resolvido. 

    O melhor que posso sugerir é fazer com que a sua barba use uma textura com máscara alfa, em vez de uma mistura alfa (como isso não acontecerá), mas exigirá um estilo diferente de texturização.

    Would there be any video on youtube that exemplifies this? how could I do?

    I am a layman in Blender and I know the basics.

    And thanks for replying.

  3. Can anyone help me with a question?

    Well, I'm working on a bento beard and when creating the texture, the part of the beard that I did not apply texture gets appearing and coming into conflict with the skin.

    Does anyone know how I can solve this using Blender?

    Here is a photo of the problem:

    78d658f26d84a2497061f6c4ef27634a.png

    I applied the solidify for the texture to appear on the other side, but even then the part that has no texture stays that way ...

  4. 5 hours ago, Aquila Kytori said:

    Hi :)

    Does your T-shirt have faces also on the inner surface?  For example did you use the solidify modifier on it ?

    5a10283a858c7_NoInsidefacesbake.thumb.png.5ab101cf73da005cd0fbb24044b420c3.png

     

    with inside faces......

    5a10287b45b86_insideandoutsidefaces.thumb.png.ddd835e76797637e6a1c3d5a0f6c7157.png

     

    Or could the mesh body underneath be causing the problem?

     

     

     

    I applied two mods, to Solidify and Subdivision Surface. Could it be that? 
    And it's true, there are faces below. Did you unravel the mystery? How can I solve this?

    df81f79692273d2e36a673ac95df0e1e.png

  5. 2 hours ago, Chic Aeon said:

    I have made some videos that might help.   Here is the playlist:

    https://www.youtube.com/playlist?list=PLnUjXtZrc64laa7-1NUSY8pjXedwQj7kn

    And here is the episode that says it is on mapping :D.  There are likely others in there that talk about mapping also. It is one of THE most important parts of Blender. 

    https://www.youtube.com/watch?v=P9z_zsC_uuw&index=5&t=3s&list=PLnUjXtZrc64laa7-1NUSY8pjXedwQj7kn

    These use the CYCLES baking engine but the mapping process is the same. 

     

    Good luck. 

     

    Nothing done, I cut the arms, sleeves, the parts that need to be done. But it continues with this pixelated effect.

    I made that shirt from my own body. I did not it front and then the back and turned on the vertices. It was made from the body and then I gave a ctrl D and P and created it and then began to sculpt.

    Do you believe this could be the cause? The way I did it? 

    And thanks for the videos and for your time.

     
     
  6. 4 hours ago, Chic Aeon said:

    You need to mark your seams, apply rotation and scale and then unwrap.  Also, you typically don't want to be baking onto a transparent texture plain OR if you do be sure and save your AO map (or full bake) as a RGB and not RGBA file when you save. 

    That may not actually be your question :D but it is the thing most noticeable (to me anyway) that is a problem with your "map".  It seems unlikely that you could make that very nice looking sweater and not know this, so likely I am missing something and time to go back to bed LOL.

     

     

     

    For about two weeks I learned and met the blender, some details (like this one) may sound silly, but that confused me. I've tried many and I'm not meeting, I do not want to have to give up now lol I'll try what you've explained lol

  7. I'm learning to create mesh models, some things I do the map and bake correctly, but in my last shirt this has happened, for what reason? Is it by the number of faces or verts?
     
    It ends in this way and not how it has to be, how to correct it?
    1 - 05376f14b52f6ac34e8132f03a51371f.png
     
    2dbdc5bb36f49afc88145b1a4c5c7613.png
     
     
     
     
     
     
  8. Well, three images with the creative process, the basic... Use the 3D Studio Max 2010 -  FBX 2009.4 
    1.JPG

     

     

     

     

     

     

     

     

     

    And after applying the skin modifier and not save it crashes.

    Is it the version of the FBX? be less than the version of 3ds max?

    NOTE: I've managed to save a mesh ready. Only crashes when I create a mesh my

  9. I did a test, I exported the Slav avatar with a range of 1.0 turned out the skin and left only a skirt that comes with the avatar.

    Then I exported FBX collada ... added the 26 bones. Ok, I went to upload and Aditi was able to load and use normally.

    Now I created a pant ... Created in the range of 40.0 to edit better.
    Once selected mpelvis of bones, applied the XForm and decreases the bones to 1.0, and then adjusted the mesh to 1.0, adjusted. Added the 26 bones to collada. Dae, but when I load the game nothing appears, the buttons are vertices with a red X, and without the option of also the weight of the skin... I hope someone understands ... lol

    The problem may be that I change the scale of the bones and the meshOr if I'm doingwrong in the skin modifierand if Can someone give me some tips. Thanks...!

  10. I did a test, I exported the Slav avatar with a range of 1.0 turned out the skin and left only a skirt that comes with the avatar.

    Then I exported FBX collada ... added the 26 bones. Ok, I went to upload and Aditi was able to load and use normally.

    Now I created a pant ... Created in the range of 40.0 to edit better.
    Once selected mpelvis of bones, applied the XForm and decreases the bones to 1.0, and then adjusted the mesh to 1.0, adjusted. Added the 26 bones to collada. Dae, but when I load the game nothing appears, the buttons are vertices with a red X, and without the option of also the weight of the skin... I hope someone understands ... lol

    The problem may be that I change the scale of the bones and the meshOr if I'm doingwrong in the skin modifierand if Can someone give me some tips. Thanks...!

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