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Aquila Kytori

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About Aquila Kytori

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  1. Thanks. It never occurred to me that you were using 2.79 Next time try to insert your images directly into your post. That way others will find it easier to solve similar issues
  2. For future reference, (It may help other people), can you confirm that when you dis activated the Auto Smooth option that fixed the issue or was it something else that you found?
  3. Possibly shading issue is caused by rotated vertex normals? First image is of a section of your mesh: Next image looks similar ....... The ugly shading in this image was caused by rotating some of the "split normals" . Check to see if you have auto smooth enabled: If so, enable Display Split Normals. The direction of these split normals will be indicated by single pink lines. Zoom in close to a part of your mesh with the possible bad shading and check the direction of the pink lines emanating from the vertices. If they look weirdly rotated compared to their neighbors then that could be the cause of the problem. In the image below I have marked some of the rotated split normals with red lines. The lines marked in blue are indicating examples of good, unedited split normals. If this is how your mesh is looking you could try unchecking the Auto Smooth option and see how that effects the shading. I had to look it up, the green lines indicate edges that have been marked as Free Style edges. Edge > Mark Freestyle Edge. I don't know what that means
  4. Mentioning this just in case you don't already know ................ If you enable Face Orientation from the Viewport Overlays menu, all inverted faces will show in red : Personally, I prefer to work with Backface Culling ( Viewport Shading menu ) always enabled. Then I can flip inverted faces as soon as they are created. Students of architecture spend 5 years at college just to be able to answer questions like that. 😚
  5. The UV's will be layed out by material layer so that when you select that material face in SL to apply your texture you will be selecting that particular UV layer. As you already mentioned a model can have only one UV map but up to 8 materials. These materials can all be laid out onto a single "layer" , each on its own layer, or laid out so some have there own layer and others share a layer. 1: The octagon to be UV unwrapped : Note: the Octagon building in this example has 5 different materials assigned to it. Wood, Inside panels, Roof, Floor, and Panel sidings. All but the Inside panels will have their UV's laid out for pre_made textures. Inside panels will just be tinted. 2: Isolating 1 of the sides and deleting the 7 others: Assigning seams to the outer edges of one of the side will make it simpler to select only this side later on. The outer edge seams need to be added to the edges on the inside of the model as well : With these water tight seams in place we can now select this one side. In Face select mode and with the mouse cursor over one of the faces of this side hit the L key. The complete side and only this side should now be selected. If all the model is selected then the seams are not water tight. you will have to go back and find and fix the leak: Next we need to Invert the selection using the keyboard shortcut Ctrl + I ( or choose Invert from the Select menu ) Delete the selected faces. 3: Add Seams to the appropriate edges of this side in preparation for UV unwrapping: With all the seams in place we are ready to unwrap: 4: Editing the UV islands, First separate them by material. Then select each material one by one and arrange them onto the UV space. In the following screenshot all the "white wood" material UV islands have been scaled up some and arranged. Because a pre-made texture will be used overlapping the islands is not a problem. (Note:If we were intending to bake out a texture then a little space would have to be left between islands.) The inside panels will not be using a texture. They are intended to just be tinted from the SL build floater so the size and position of these islands is not important. They have their own material assigned to them but can share the same layer as the wood UV's. The other three materials, "Roof" , "Panel sidings" and the "Floor" each have been scaled up and given their own "layer". The combined UV space with the complete side selected : 5: Using an array modifier to recreate the missing 7 sides : An Empty is added to the center of the octagon and an Array modifier is used to create new faces and rotate them around this Empty. for more info see this tutorial by Jonathan Williamson . https://www.youtube.com/watch?v=s5teWMHUDgs Its version 2.7 but the controls are still the same in 2.80. In the array modifier Increase the Count to 8 : When ready, in Object mode Apply the modifier. and just to be sure ..........remove doubles: Vertex > Merge Vertices > By Distance. Now all 8 sides are UV unwrapped. Each of the original UV islands will have 7 copies stacked above it. To create the sides with the blank walls (and side with round window) just delete the unnecessary geometry window openings from the relevant sides. Fill in the blank spaces and assign then the relevant material. Select the new faces, unwrap and edit so that they are at the same scale etc as the other islands using the same material.
  6. Hi Marion :) Just a note: I have just watched the video tutorial you linked to and thought I should just warn you that using the Smart UV Unwrap is ok for that particular model But it is not what you should be using if you intend to use wood textures, and clapboard textures and tile roof textures on your tower model in SL. When using pre-made textures like that then the UV unwrapped Islands need to "fit" the texture. For example all the wood textures islands should be layed out horizontally so that they are aligned with the grain of the wood on the texture. Same with the UV islands for the roof tile texture .............. To have that control you need to mark the seams by hand and then edit (position, rotate, scale) the unwrapped islands in the UV space. But perhaps ypu knew that already :) There is a "trick" you could use that would parhaps save you some time with UV unwrapping and editing. 1: Create your Octagon building. 2: Delete 7 of the sides. 😮 3: Mark seams on the remaining side. 4: Unwrap and edit all the islands for that one side. 5: Add an Array modifier using rotation about the center to recreate the 7 deleted sides. The result of this is the UV's of the 7 new sides will use the UV's you layed out for the original side. Now it is way to late for me to explain this method in more detail but I will try to post something for you tomorrow afternoon.
  7. 2nd time is good. I'm pleased with that ☺️ Sweet dreams.
  8. Hi :) I am not going to ask why you want to do it that way but the answer is yes. "Without using nodes" then you cannot use the new Blender 2.80.! The following is using Blender 2.79 : Blender Render. In the example below I have named my texture "Marble" and my ambient occlusion texture, "AO". The combined bake I have named "Marble + AO Bake". 1: Using Blender 2.79 (or earlier) switch to Blender render. 2: Give your model a Material, (if it does not already have one). 3: Open the Texture editor and create two textures; The order of the textures is important ! The first in the list is the Marble texture, Type: Image or Movie. and load up the relevant image texture ("Marble"). The second in the list is the AO texture, again Type = Image or Movie and load up the "AO" texture. 4: With the AO texture in the list still selected scroll down to the Influence menu and change the Blend mode to Multiply. 5: In the UV/Image editor create a New Image (named "Marble + AO Bake" in the screenshot below). Open the Image menu and either Save as Image or Pack Image. 6: In Edit mode with all the model selected. and in the UV/image editor with the new Image selected ("Marble + AO bake") we are ready to bake. Go to the Bake menu and choose the Bake type : Texture. Hit the Bake button, cross your fingers and wait ..................................... :)
  9. https://wiki.blender.org/wiki/Reference/Release_Notes/2.80
  10. Your scale is 39.37 to 1 so i'm guessing you have your Units set to inches ? If so first thing to do would be to set Units to Meters in Blender I meter in Blender is equal to 1 meter in SL ......................and before exporting, in Object mode check that the X Y and Z scale is set to 1.00 If they are not then with your model selected hit Ctrl +A to open the Apply menu popup and choose the Scale option.
  11. I think the size at which the triangles becomes "too thin" can vary depending on the size of the models bounding box. Your model is very big so maybe it is faces that are making up the thickness of the walls ? Sometimes you just have look very carefully in your Physics model where the uploader is indicating where if found errors and do the cleanup by hand .
  12. https://news.ubisoft.com/en-us/article/353364/ubisoft-joins-blender-development-fund-to-support-open-source-animation Quote : " by Ubisoft / July 22, 2019 / 5 minute read Ubisoft Animation Studio (UAS), the in-house studio of Ubisoft Film & Television dedicated to creating animated films and series, will soon adopt the open-source animation software Blender as its main digital content creation (DCC) tool. ......................................................... "
  13. When rezzed in world it is obvious that the offset is in the incorrect position and of course when stretched to 50m the offset is over 2 meters from the inner end of the beam. This incorrect offset can be seen in the .dae file when opened in Blender. The whole of this thread could have been avoided if someone had been more careful when creating her original mesh in Blender. To keep your inner beam nano mesh diameter (5mm) you just need to add an extra quad as explained in the images below. Make this plane a separate material then when rezzed inworld set it to 100% transparent. This new beam .blend file can be downloaded from http://pasteall.org/blend/index.php?id=52049 For me and I do hope for you now that the problem has been solved. Your mesh was a mess lol The origin of any precision errors was all in the original mesh. Best is next time post your .blend file here first before posting Jiras
  14. So you really only want to see the inner red part in the final beam? and the surfaces coloured yellow will not be seen but there just to increase the diameter of the nano tube? if so you are doing it wrong . like Wulfie said ........ lots of tris for such a light beam. Please redo Kitten. Like I said in the previous post if you need a step by step give the dimensions
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