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canobu Almodovar

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Posts posted by canobu Almodovar


  1. i finally decided retopologize a new mesh very very low poly with snap, this new with only 141 triangles -> impact 3

    now is 5 baked textures

    2.jpg

    I will do more tests of up with physical,  now is only phantom + invisible floor

  2. Survival Blender notes.

     

    These are my notes from blender, I hope it will help

    (you may have some errors sorry for the translator)

     

    Process:

    1. References

    2. Modeling (3 phases )

    2a. Base ( initial low poly)

    2b. Sculpt Mode / multiresolution .

    2c. Retopologizing ( final low poly)

    3 . UV

    4. Textures ( difuse , Oclussion , normal, specular )

    5 . Skin

    . . . . . . . . . . Controls Basics . . . . . . . . . .

    views , viewers, interface

    7, 1 , 3, Top , Front , Right

    Control + 1 , Control + 3 Back, Left

    5 orthographic / perspective

    Z solid / wire

    T left side panel

    N right side panel

    . Focus Camera on selected object

    selection

    A selection all / nothing

    B rectangular selection

    alt edges LOOP selection

    control + alt edges RING selection

     

    edit

    Tab Edit Mode

    Shift + A add

    Shift + Tab snap

    Control + Tab vertex , edge , face

    X clear , dissolve

    Shift + D clone

    G , R, S move, rotate , scale

    X , Y, Z axis transformation in that

    Shift + ( x, y , z) not on that axis transformation

    Control + R loop edge

    Control + R, + to add more edges

    K knife

    mayus accuracy with push and other modifiers

    p separate (detach)

    . . . . . . Special Controls . . . . . .

    M switch Layer

    U Unwrap

    . . . . . . . . . . Sculpt Mode . . . . . . . . . .

    G Grab, stretch

    F brush size

    Control Inverse Operation

     

    Retopologizing

    A + shift plane

    Tab Edit Mode

    Shift + Tab snap

    U UV

     

     

    texture Paint

    the object must have UV ( U) ,

    creates a window to view the UV and in that window creates new ( +) and save it

    in the 3d window, select Texture paint mode , displayed in Texture mode , N / shading / MultiTexture / shadeless

    not forget to save changes progressively map ( alt + S )

    N, Shading , MultiTexture , solid texture or shadeless ( for a better view , without glare or shadows , which you paint on the object )

     

    Bake or Normal Occlusion

    the object must have UV ( U) ,

    creates a window to view the UV and in that window creates new ( +) and save it

    1. Selected sculpted version

    2. Mayus + Selected low poly version

    3. Render panel (the first panel, the camera icon )

    4 bake mode: Ambient Occlusion Normals or

    5 Selected to A,, ,

    6 finaly bake

     

    Skin (transfer vertices weights riggeado an avatar and an item of clothing )

    Blend file at first you modeled item (clothes).

    On the other you have the blend file with your SL avatar rigg bones.

    Export item in obj the second file (not dae , because then you will fail to try uploading to SL. Dae only to eventually export to SL. To make as merge in 3ds , ie to pass the object blend file to another blend file must be exported in obj)

    linen blend file - > export obj -> blend avatar file - > export dae -> SL Viewer

    1. Selected . clothing and bones

    2. Ctrl + P -> Armature Deform with empty Groups

    Three . Selected . av. and clothing - > Weight Paint - > Transfer Weights

     

    Shape Keys ( morphing )

    1. Selected object

    2 . Panel Data, Shape Keys, Add ( +) 2 times

    3 click . Icon in thumbtack

    4 . Sculpt mode

    5 click . Icon in thumbtack

    6. Change value from 0 to 1

     

      ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

     

    Apuntes de supervivencia de Blender.

     

    estos son mis apuntes de supervivencia de blender,

    espero que estos apuntes puedan servir de ayuda a quien los necesite,

    Viva blender!

     

    1. Referencias

    2. Modelado (3 fases)

    . Base (low poly inicial)

    . Sculpt Mode / Multiresolution.

    . Retopologizing (low poly definitivo)

    3. UV

    4. Texturas (difuse, oclussion, normal, specular,)

    5. Skin

    . . . . . . . . . .Controles Basicos. . . . . . . . . .

    vistas, visores, interfaz

    7, 1, 3, Top, Front, Right

    control + 1, control + 3 Back, Left

    5 ortografica / perspectiva

    Z solido / wire

    T panel lateral izquierdo

    N panel lateral derecho

    . Centrar camara en objeto seleccionado

    seleccion

    A seleccion todo / nada

    B seleccion rectangular

    alt seleccion LOOP aristas control + alt seleccion RING aristas

    editar

    Tab . Edit Mode

    Shift + A añadir

    Shift + Tab snap

    Control + Tab vertex, edge, face

    X borrar, disolver

    Shift + D clonar

    G, R, S mover, girar, escala

    X, Y, Z transformacion en ese eje

    Shift + (x, y, z) transformacion no en ese eje

    Control + R loop edge

    Control + R, + para añadir más edges

    K knife

    mayus precision con push y otros modificadores

    p separar

    . . . . . . Controles Especiales. . . . . .

    M cambiar de Layer

    U Unwrap

    . . . . . . . . . .Sculpt Mode. . . . . . . . . .

    G Grab, estirar

    F Tamaño pincel

    Control Operacion Negativa

     

    Retopologizing

    shift + A plane

    Tab Edit Mode

    Shift + Tab snap

     

    Texture Paint

    el objeto debe tener UV (U),

    crea una ventana para ver las UV y en esa ventana crea nueva imagen (+) y guardala

    en la ventana 3d, selecciona modo Texture paint, visualiza en modo Texture, N/shading/Multitexture/shadeless

    no te olvides de guardar los cambios del mapa progresivamente (alt + S)

    N, Shading, Multitexture, texture solid o shadeless (para ver mejor, sin brillos ni sombras, lo que pintas sobre el objeto)

     

    Bake Oclusion or Normal

    el objeto debe tener UV (U),

    crea una ventana para ver las UV y en esa ventana crea nueva imagen (+) y guardala

    1. selecc version esculpida

    2. mayus + selecc version low poly

    3. panel render (el primer panel, el del icono de la camara)

    bake mode: Ambient Occlusion or Normals

    Selected to A,,,

    Bake

     

    Skin (transferir pesos vertices de un avatar ya riggeado a una prenda de ropa)

    En un primer archivo blend tienes modelado el item (ropa).

    En el otro archivo blend tienes el avatar SL con su rigg de huesos.

    Export item en obj al segundo archivo (no en dae, porque luego te dará error al intentarlo subir a SL. Dae unicamente para exportarlo finalmente al SL. Para hacer como con merge en 3ds, es decir para pasar el objeto de un archivo blend a otro archivo blend, debe ser exportando en obj)

    archivo blend ropa -> export obj -> archivo blend avatar -> export dae -> visor SL

    1. selecc. ropa y huesos

    2. Control + P -> Armature Deform with Empty Groups

    3. selecc. av. y ropa -> Weight Paint -> Transfer Weights

     

    Shape Keys (morphing)

    1. seleccionar objeto

    2. Panel Data, Shape Keys, Add (+) 2 veces

    3. click en icono chincheta

    4. sculpt mode

    5. click en icono chincheta

    6. modificar value de 0 a 1

  3. Survival Blender notes.

     

    These are my notes from blender, I hope it will help

    (you may have some errors sorry for the translator)

     

    Process:

    1. References

    2. Modeling (3 phases )

    2a. Base ( initial low poly)

    2b. Sculpt Mode / multiresolution .

    2c. Retopologizing ( final low poly)

    3 . UV

    4. Textures ( difuse , Oclussion , normal, specular )

    5 . Skin

    . . . . . . . . . . Controls Basics . . . . . . . . . .

    views , viewers, interface

    7, 1 , 3, Top , Front , Right

    Control + 1 , Control + 3 Back, Left

    5 orthographic / perspective

    Z solid / wire

    T left side panel

    N right side panel

    . Focus Camera on selected object

    selection

    A selection all / nothing

    B rectangular selection

    alt edges LOOP selection

    control + alt edges RING selection

     

    edit

    Tab Edit Mode

    Shift + A add

    Shift + Tab snap

    Control + Tab vertex , edge , face

    X clear , dissolve

    Shift + D clone

    G , R, S move, rotate , scale

    X , Y, Z axis transformation in that

    Shift + ( x, y , z) not on that axis transformation

    Control + R loop edge

    Control + R, + to add more edges

    K knife

    mayus accuracy with push and other modifiers

    p separate (detach)

    . . . . . . Special Controls . . . . . .

    M switch Layer

    U Unwrap

    . . . . . . . . . . Sculpt Mode . . . . . . . . . .

    G Grab, stretch

    F brush size

    Control Inverse Operation

     

    Retopologizing

    A + shift plane

    Tab Edit Mode

    Shift + Tab snap

    U UV

     

     

    texture Paint

    the object must have UV ( U) ,

    creates a window to view the UV and in that window creates new ( +) and save it

    in the 3d window, select Texture paint mode , displayed in Texture mode , N / shading / MultiTexture / shadeless

    not forget to save changes progressively map ( alt + S )

    N, Shading , MultiTexture , solid texture or shadeless ( for a better view , without glare or shadows , which you paint on the object )

     

    Bake or Normal Occlusion

    the object must have UV ( U) ,

    creates a window to view the UV and in that window creates new ( +) and save it

    1. Selected sculpted version

    2. Mayus + Selected low poly version

    3. Render panel (the first panel, the camera icon )

    4 bake mode: Ambient Occlusion Normals or

    5 Selected to A,, ,

    6 finaly bake

     

    Skin (transfer vertices weights riggeado an avatar and an item of clothing )

    Blend file at first you modeled item (clothes).

    On the other you have the blend file with your SL avatar rigg bones.

    Export item in obj the second file (not dae , because then you will fail to try uploading to SL. Dae only to eventually export to SL. To make as merge in 3ds , ie to pass the object blend file to another blend file must be exported in obj)

    linen blend file - > export obj -> blend avatar file - > export dae -> SL Viewer

    1. Selected . clothing and bones

    2. Ctrl + P -> Armature Deform with empty Groups

    Three . Selected . av. and clothing - > Weight Paint - > Transfer Weights

     

    Shape Keys ( morphing )

    1. Selected object

    2 . Panel Data, Shape Keys, Add ( +) 2 times

    3 click . Icon in thumbtack

    4 . Sculpt mode

    5 click . Icon in thumbtack

    6. Change value from 0 to 1

     

      ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

     

    Apuntes de supervivencia de Blender.

     

    estos son mis apuntes de supervivencia de blender,

    espero que estos apuntes puedan servir de ayuda a quien los necesite,

    Viva blender!

     

    1. Referencias

    2. Modelado (3 fases)

    . Base (low poly inicial)

    . Sculpt Mode / Multiresolution.

    . Retopologizing (low poly definitivo)

    3. UV

    4. Texturas (difuse, oclussion, normal, specular,)

    5. Skin

    . . . . . . . . . .Controles Basicos. . . . . . . . . .

    vistas, visores, interfaz

    7, 1, 3, Top, Front, Right

    control + 1, control + 3 Back, Left

    5 ortografica / perspectiva

    Z solido / wire

    T panel lateral izquierdo

    N panel lateral derecho

    . Centrar camara en objeto seleccionado

    seleccion

    A seleccion todo / nada

    B seleccion rectangular

    alt seleccion LOOP aristas control + alt seleccion RING aristas

    editar

    Tab . Edit Mode

    Shift + A añadir

    Shift + Tab snap

    Control + Tab vertex, edge, face

    X borrar, disolver

    Shift + D clonar

    G, R, S mover, girar, escala

    X, Y, Z transformacion en ese eje

    Shift + (x, y, z) transformacion no en ese eje

    Control + R loop edge

    Control + R, + para añadir más edges

    K knife

    mayus precision con push y otros modificadores

    p separar

    . . . . . . Controles Especiales. . . . . .

    M cambiar de Layer

    U Unwrap

    . . . . . . . . . .Sculpt Mode. . . . . . . . . .

    G Grab, estirar

    F Tamaño pincel

    Control Operacion Negativa

     

    Retopologizing

    shift + A plane

    Tab Edit Mode

    Shift + Tab snap

     

    Texture Paint

    el objeto debe tener UV (U),

    crea una ventana para ver las UV y en esa ventana crea nueva imagen (+) y guardala

    en la ventana 3d, selecciona modo Texture paint, visualiza en modo Texture, N/shading/Multitexture/shadeless

    no te olvides de guardar los cambios del mapa progresivamente (alt + S)

    N, Shading, Multitexture, texture solid o shadeless (para ver mejor, sin brillos ni sombras, lo que pintas sobre el objeto)

     

    Bake Oclusion or Normal

    el objeto debe tener UV (U),

    crea una ventana para ver las UV y en esa ventana crea nueva imagen (+) y guardala

    1. selecc version esculpida

    2. mayus + selecc version low poly

    3. panel render (el primer panel, el del icono de la camara)

    bake mode: Ambient Occlusion or Normals

    Selected to A,,,

    Bake

     

    Skin (transferir pesos vertices de un avatar ya riggeado a una prenda de ropa)

    En un primer archivo blend tienes modelado el item (ropa).

    En el otro archivo blend tienes el avatar SL con su rigg de huesos.

    Export item en obj al segundo archivo (no en dae, porque luego te dará error al intentarlo subir a SL. Dae unicamente para exportarlo finalmente al SL. Para hacer como con merge en 3ds, es decir para pasar el objeto de un archivo blend a otro archivo blend, debe ser exportando en obj)

    archivo blend ropa -> export obj -> archivo blend avatar -> export dae -> visor SL

    1. selecc. ropa y huesos

    2. Control + P -> Armature Deform with Empty Groups

    3. selecc. av. y ropa -> Weight Paint -> Transfer Weights

     

    Shape Keys (morphing)

    1. seleccionar objeto

    2. Panel Data, Shape Keys, Add (+) 2 veces

    3. click en icono chincheta

    4. sculpt mode

    5. click en icono chincheta

    6. modificar value de 0 a 1

    • Like 2
  4. Sin título-3.jpgSin título-2.jpgSin título-1.jpgthank you very much for the tips and tricks, that's fantastic phoenix can export in collada, I forgot to post the result. well this is just a first test, very basic texture. Now to make the texture resolution divide whole mesh in different parts each with its UV (floor, wall, ceiling,,), seriously I love blender <3

  5. Hi all, I was wondering if they are any some kind of way to export from blender to sl

    i dislike my shop design, and it is a lot of prims SL,,, would be great  be able to export some pieces from SL to blender for use as references and remodel with his bake of oclusion maps, lightmaps,,,  looking as a result, improved appearance, and lower consumption of prim.

    Thanks!

  6. Hi all, I was wondering if they are any some kind of way to export from blender to sl

    i dislike my shop design, and it is a lot of prims SL,,, would be great  be able to export some pieces from SL to blender for use as references and remodel with his bake of oclusion maps, lightmaps,,,  looking as a result, improved appearance, and lower consumption of prim.

    Thanks!

  7. For compatibility with clothes fitted mesh, the breasts should be created with the same proportion as the standard original avatar  (and also be fitted mesh), then once changed the parameters of the shape to get that size of breasts, both (breasts and cloth) then would be compatible . You can try writing to the creator of the breasts, asking if you plan to get support clothing. good luck.

  8. Hi all n_n , this is the problem: the object in preview window, (before of be uploaded), appear ok, but when upload and rezz, it seems distorsioned as the image shows,,, then i thinked maybe no bad option make it with prims inside viewer but a sphere can be smaller that 0.01 ,, i too tryed remaking the piercing inside 3d program smaller scalling before export to dae to viewer but, same problem, the new piercing apear with same dimensions as the other,  then is imposible make a small piercing?maybe they are any solution for it? thanks!!!

    Sin título-1.jpg

  9. thanks ^ __ ^ ok well is only fan-art pictures (similar like when someone in devian-art draw their version of a character). I just modeled the trees and vegetation (without commercial purpose) making the trees i was only practicing blender tool to paint texture on the object (thanks to SL i have known the best free 3d program T__T)

  10. Hi all, I was bored in blender and,,, I wish I could share this with you all 

    second life_league of legends.jpg

    Well, is simple mesh low poly, only very simple scena, low impact.

    The texture of ground include normal and specular ^__^

    you like to visit the place?
    maps.secondlife.com/secondlife/Eccentric%20Paradise/94/40/2001

    thanks  :3

  11. I worked the model, in a first blender file. then in another file (thanks Gaia) in another blender file I have the body & bones. To export the first model in the second blender file i use Dae, then import Dae in second blender file (file with body & bones), then rigg and export DAE (second time) to SL,,, mmm,,,,. I have the intuition to export twice in DAE could be the problem, I will first try to export firt model in OBJ -> import OBJ in file blender with body & bones -> and then export in DAE,,,

    triying tests ^___^

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