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Aquila Kytori

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Everything posted by Aquila Kytori

  1. Have you tried playing around with custom normals ? Using the Normal Edit modifier and an Empty to modify the orientation of normals : Note: Object Data Properties > Normals > Auto Smooth needs to be enabled for this modifier to work. ( Or perhaps try the Data Transfer modifier for larger plants like bushes and trees. )
  2. Good question Hector. Apparently the answer is : Why? Because the roof physics is made for triangle (that is unanalyzed) physics. Analyze it and it's pure rubbish. The wall physics on the other hand, only works as hull (that is analyzed) physics. Unanalyzed it's pure rubbish. How are you going to achieve both in a single upload? (My bolding) If that makes any sense to you then go for that but to me .............. its a rabbit hole so I am giving up on this one.
  3. You are the second person to rubbish Hector's physics model and I am just not seeing why? Assuming walls and roof are all one object, to me it looks just fine as a model for testing the principals. I did a quick upload of my version of Hectors Phys model ......... and as expected ...... no problemo. Concept validated ( or what ? )
  4. I agree about walkable roofs but ............. well I can't help thinking the Lag Fighter is going a bit soft. 😮 More accurate roof collision surfaces :
  5. @Kyrah Abattoir apart from a few extra tris in the roof the 2 collision meshes are almost the identical !
  6. This reply to someone asking for help has to be: 1:The winner of the prize for the most useless answer of the week. 2: Simply not true. (see images below) From the screenshot of Physics menu in the SL mesh up-loader we can see that Hector is correctly not Analyzing the physics model so this dose not apply in this case.
  7. There are 3 general rules you should be trying to comply with when making a Physics model for your house. 1: Each object should have its own Physics model. For example, if the house consists of of two separate objects, a roof model and a walls model, then the roof object will have its own physics model and the walls model will have its own physics model. 2: The Bounding box dimensions of the Physics model should match the Bounding box dimensions of the visual (High LOD) model. If the BB dimensions are different then the SL mesh uploader will stretch or squish the Physics model to fit the BB of the visual mesh. This will result in misaligned collision surfaces. 3: Keep the Physics model as simple as possible. In the Physics model only have collision surfaces where they are really needed. For example window opening can be ignored in the Physics model. Keeping it simple also means low physics costs. The SL mesh uploader likes to find large tris/quads in the Physics model and will reward you by reducing the Physics cost. If it sees alot of small/thin tris/quads then ......up goes that cost. When looking at the screenshot of the preview window you posted the first thing I ask is "where are the front walls" ? The roof physics model has been stretched to fit the building. Can you confirm that you are complying with rule N°1? The physics model you show, is that a single mesh object. Also; in the preview window the physics model looks more complicated than the physics model you say you are testing. What looks like 3 windows are also outlined in yellow (2 at the front one at the side)? Doing a quick count of the triangles in the physics model (assuming the roof physics model you show is single sided) I make it less than 100 tris, the mesh uploader is indicating a count of 132 ? The building is it a single mesh object or a collection of objects? Best is upload one object (along with its physics model) at a time.
  8. Mentioning this in case you don't know already, There is a SL Beta grid which is like a tiny parallel world to the usual SL. There you will find a handful of sandboxes where you can upload mesh and textures etc for free. The L$ balance you see in the header of your viewer while logged into the beta grid is only for use there. They are not real L$'s. You will still be "charged " for your uploads but the L$'s will only be deducted from the L$ Beta balance. When you log back to the main grid you will find your real L$ balance has not been effected. To enable the option access to the beta grid you need to check the box in preferences : Then choose the Beta grid at login : http://wiki.secondlife.com/wiki/Preview_Grid
  9. Hmmm Do you mean Sculpties http://wiki.secondlife.com/wiki/Sculpted_prim or a mesh that you have used the sculpt tool on in Blender? If it is the latter then you still need to create some kind of UV map for it either adding your own seams and then UV unwrapping or use one of the automatic UV unwrapping options in the UV Mapping menu. For example the Smart UV Project. After you have unwrapped then you need to create your texture. If you are baking a texture on the UV map then either of the above methods is fine but if you are going to paint onto your 3D model and or in the 2D UV map using the UV islands for guides then you will find the process infinitely easier if you have added the seams by hand, UV unwrapped and edited the UV islands so you understand which UV island corresponds to which part of the model. Whether it is simple prims or more organic shapes the process is the same. But if this is your first UV unwrapping and texturing then I urge you to start with something simple like a cube just so you understand the process of mapping pixels in 2D space to geometry in 3D. You will learn a lot by simple creating a cube from scratch in Blender. Marking your seams by hand. and then use different methods to create a texture for the different faces of that cube. You need to learn the basics before tackling a more complicated sculpted model. If it is Scuplties then I think we should page @ChinRey. She is one of the few resident sculpty specialists .
  10. Welcome to the SL forums As Chic has already mentioned the smallest a mesh object can be is 10 x 10 x 10mm (0.01 x 0.01 x 0.01 m). That's the X Y Z Bounding box dimensions of the object. Your little button"s bounding box is less than 10mm along the Z axis so it is being stretched by the SL mesh uploader to the minimum dimensions. There are different work-a-rounds to overcome this stretching, and as you have already guessed they involve different ways of increasing the bounding box size to be at least 10 x 10 x 10mm. In Blender the neatest way of doing this is to add a single "extra" vertex. Normally a single vertex (loose vertices) would be automatically deleted from the Collada file, but if we make that vertex the first in the list It will not be deleted. 😉 1: Starting with our simple button with dimensions 16 x 16 x 2 mm : 2: We position a single vertex below the button so that the bounding box size of the button will be increased to at least 10mm along the Z axis: 3: In Edit mode, with only the new vertex selected open the Mesh menu, find the Sort Elements and choose the Selected option. That's it. Now you can export and import into SL. When rezzed inworld you will not see the extra vertex but it will be there to increase the bounding box size and so prevent the button from being stretched. and as Chic mentioned you would not normally upload a single button by itself but now you know that if necessary you can. Edited : Bonus screenshot
  11. Salut , et bien venue au forums :) Je pense que vous devez changer la langue (English) pour obtenir AM PM dans l'heure.
  12. Nothing to do with me Just ref. image I found from a site that sells waterproof cushions for outdoor pallet seating.
  13. Hi Could be you have more than 1 UVmap for the object you are exporting. Most Blender mesh primitives, plane, cube, monkey etc are already UVmapped when you add them to your scene. So I would suggest you do a little test to confirm everything is working correctly. Open Blender. Add the default cube. Export the cube. Collada (default) (.dae). From the Export Collada > Operator Presets choose the SL+OpenSIM option. This will put a check mark in all the correct options for you. (including the one option for Only Selected UV Map) Import into SL and texture it with your grid texture. (BTW Blender comes with 2 Grid textures already installed. Also yo can find many already made if you ask Google.) When you have confirmed that the grid texture is applied correctly to your imported cube go back to one of your Objects and check to see if it has more than one UVmap in the Object data list. Imported objects into SL can only have one UVmap. There is no special way to UVmap objects for SL so any tutorial you find on Youtube should be OK. You should expect to see the exact same texture mapping in SL as you see in Blender. If you are still having problems then you can Upload your .blend file to http://pasteall.org/blend/ Then I or someone else can check out your file for you.
  14. Your pallet seating really looks like it owns the 3d space it occupies. I was going to mention optimization and LODs but I expect that will be covered in one of your future Blender Bender lessons :) Something important and often overlooked are reference images. Before starting a new project, if possible check out the object in RL first and or do a quick search on the internet. Collecting a few reference images can help you avoid basic mistakes 😀
  15. You did a great job on Lori. He would be a jewel in anybody's garden. And yes, give him a voice ! I have one suggestion to make for next time. If possible, consider stacking parts of the model which have similar uv unwraps. For example, the legs and wings, and spend a little time moving the islands about to reduce wasted areas in the UV space. Then you could scale the UV's up to fill that saved space. This would result in a higher texture resolution on the model, something like in the image below : and a question, what method did you use to make the texture for the model?
  16. 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
  17. 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?
  18. 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
  19. 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. 😚
  20. 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.
  21. 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.
  22. 2nd time is good. I'm pleased with that ☺️ Sweet dreams.
  23. 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 ..................................... :)
  24. https://wiki.blender.org/wiki/Reference/Release_Notes/2.80
  25. 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.
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