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Aquila Kytori

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Everything posted by Aquila Kytori

  1. The "yellow" indicates that you need to increase the Extrusion value a little. This increase the ray distance that are sent out from the low poly model to "search" for the high poly. (think I got that right ) You find this in the Bake panel when Selected to Active is enabled > Extrusion. You need to do some tests to find the correct Extrusion distance by increasing the value little by little until those yellow artefacts disappear. Too much and it may cause other yellow bits to appear where the fingers are. see image below:
  2. So, using the sculpt tools, you have added details to the default ebody mesh with the intention of baking out a normal map and then using this normal map on a default ebody avatar mesh ? If that is the case then all you need to do is add a default ebody mesh to the scene, this will be the "low poly mesh" and the ebody mesh that you have sculpted added details to becomes the "high poly mesh". Now you can bake high to low or not ?
  3. Are you not trying to bake the details from a high poly mesh to a low poly mesh ? If so where is your low poly mesh?
  4. You can get that dark blue type normal map bake if you have assigned the high poly mesh the same material as the low poly mesh and in the Image texture you're baking to you has the Color Space set to sRGB. Example: Low poly mesh with Torso material applied and Color Space of the blank image texture that is to be baked to set to sRGB. This image texture is selected ready to be baked to : The high poly mesh has been assigned the same material (Torso) as the low poly mesh : bake result : Next a normal bake with no material assigned to the high poly mesh but Color Space still set to sRGB: Bake result : And the result of this normal map when used on the low poly mesh : Finally the correct normal map bake with no material assigned to the high poly mesh and the Color Space set to Non Color: The correctly baked normal map used applied to the low poly mesh: TLDR : check that the high poly mesh is not using the same material as the low poly mesh and set Color Space to Non Color data.
  5. Create a new folder somewhere (on desktop) and name it something like Optimo's ORM packer. Drag the downloaded file into this folder. Open the folder then right click on the file SL_ORM_Packer.7z to open the Open with pop-up menu and from the options choose 7-zip > Extract Here . This will unzip the files into this same folder. After extraction there will be 4 new files in the folder. The one we want is the file with the .exe extension, (the executable file). Double click on this file and it will open Otimo's ORM Texture Packer. (or right click on the file and choose the Open option.)
  6. Hi Peut-etre vous trouverez votre bonheur ici : https://www.avalab.org/avatar-workbench/ Avalab's Bento Female.
  7. The reason why the exported prim build has a high triangle count is because a simple prim cube is made up of 48 triangles. The tri count can be reduced to 12 triangles if, before exporting from SL, you reduce the LOD Factor in the Firestorm viewer to 0.000. (or zoom way way out from the prim before selecting and exporting). Export of a prim cube from SL with the LOD Factor set to 2.000 : and imported into Blender, (note the high vertex count because each side of the cube is separated from the others) : With the LOD Factor set to 0.000 : and imported into Blender : On the other hand your Chic building created in Solidworks at 188 triangles sounds very efficient. My Chic Build built in Blender comes in at similar number of tris, 198 : It would be interesting to see a screen-shot of the Solidworks build when imported into Blender in edit mode. Only if you create it with prims first, (a simplified version of the visual building, for example no window openings in the walls) export from SL and bring into Blender to do some editing. When importing the build back to SL, In Step 1: of the Physics tab of the mesh uploader, load up this physics build and in Step 2: hit the Analyze button, as explained in Chic's video.....
  8. Yes I applied one of the image textures that you supplied in your first post then set the X and Y scale to 5 . Baking out a texture in Blender for such large objects as these 2 island parts would not be a good idea. The baked texture (1024 x 1024) when applied to such a large area in-world would look very pixelated (blurred). For terrains best is a repeating seamless texture.
  9. Continued from above.... Last thing to do is rezz our Island and in the build floater Features tab > set the Physics Shape Type to Prim: Prim here means we want to use the mesh model we assigned in the Physics tab of the mesh Uploader instead of the default Convex Hull physics collision shape: If you would like a copy of my modified Island .blender file just let me know here. good luck lol ...............
  10. Continued............... Filling in the top faces of the island. In Top Orthographic view (numpad 7) select vertices along the top edge ring > E to extrude followed by RMB (Right Mouse Button). RMB will validate the extrusion but not move the extruded vertices. Then S to scale, move mouse so that the new extruded vertices are scaled in towards the interior of the island, LMB to validate followed by M to open merge menu and choose the At Center option. So its : select vertices > E RMB > S LMB > M > At Center. see gif below : We need now to check that the top surface of the island is perfectly flat. To do this, Top orthographic view > Face select mode > C to activate the circular select tool and run it over the top faces. When they are all selected we can scale them along the Z axis with a scale factor of 0 (zero). S > Z > 0 validate. Lastly we select all of the island and set the faces to use Smooth Shading. see gif below : Before separating the island into 2 parts we should UV unwrap it first : To split the island into 2 separate objects, select one half then hit the P key and choose the Selection option : We now have 2 separate objects ready to export and upload to SL : In the Collada export window > Operator Presets choose the sl+open sim static option : Now we have one .dae file containing 2 objects ready to upload to SL. In the SL or Firsestorm viewer Build > Upload > Mesh Model and select our Island.dae file. Note that there is a visible "seam" where the 2 parts of the island meet. To me this is not very obvious for these particular objects when rezzed and a texture applied inworld but would be for something like 2 halves of a sphere. (or for example the neck body border of an avatar where the head mesh object joins the upper torso mesh object) This "seam" can be illuminated in Blender before exporting by using a Normal Edit modifier or Data transfer modifier. So if this "seam" does appear obvious on your island where the 2 parts meet then let me know and I will explain how to fix it later. Next thing to do is tell the SL mesh uploader what to use for the collision surfaces of our island. Open the Physics tab and in Step 1: Pick a physics model: choose the High option. (High here means to use the same model for physics as we use for the High Lod model in the previous step, our visual model). Don't touch any of the other options in this Physics window. When ready hit the Calculate weights and fees button then Upload. Reached the limit again for total file size for one post so will continue below ...........
  11. Hmmmm .... OK, going for a low LI cost would mean keeping the triangle count as low as possible. The top faces of your island are one flat surface so this will help a lot. The following may be too low poly for you but you can always add more geometry baring in mind that for such a large object it is the number of triangles in the visual mesh that will adversely effect the Download cost and it is the size/shape of the triangles in the model that will be used for the physics (collision) surfaces that will effect the Physics cost. Large triangles in the physics model will lower the Physics cost, small thin triangles will increase the Physics cost. We will be using the same mesh objects for the physics as we will for the visual (High Lod) objects. To conform with the SL 64m max size limit the 96 x 64 x 2m island will be split into two separate objects before uploading. Note that the following steps 1 to 5 can be ignored if you already have access to the edge ring of vertices that make up the outline shape of the island. Starting with the island that you have provided : To get the edge ring of vertices for the shape of the island : in Bottom orthographic view select the faces that make up the underside of the island: Next, with those underside faces selected, invert the selection with the Ctrl I keys then X (delete menu)> Faces (to delete the selected faces) : We next convert these remaining underside faces from being many triangles to a single ngon face. Select all the remaining geometry : Mesh > Clean up > Limited Dissolve : and finally we delete the ngon face leaving only the edge ring of vertices : Now we are ready to rebuild the island Start by selecting the edge ring of vertices, and extruding them up along the Z axis for say 2meters : Before continuing it is important that we recalculate the normals so that all the face normals are correctly pointing outwards. With all selected, Shft N will Recalculate Normals Outside. Now we scale inwards the top edge ring of vertices using Alt S. (Alt S = scale along local normals which is "shrinking or fattening" depending on the direction the mouse is moved ) : Next we can start to optimise the geometry by merging some of the neighbouring vertices along the top edge ring. Slect 2 or 3 vertices > M key to open Merge menu and choose the At Center option. Doing this will reduce the final triangle count of the island. Be careful when doing this we don't want to change the shape of the slope to much ! Doing this on the straight edges and on the inner concave curves works ok but not the inner convex curves. See gif below: Reached the max limit for total image size for one post so will continue in the next
  12. Perhaps the best single tool to trouble shoot physics problems like that is the View Physics option in the Firestorm > Build floater > Features panel > Eye icon to the right of the Physics Shape Type drop-down. With this enabled you should be better abled to find what is blocking any doorways etc. For an object consisting of a single mesh object then it is not difficult. Enable the view physics option (eye icon) and the physics/collision surfaces of the selected object will be displayed in blue : If this mesh object was set to use the Physics Shape Type option Convex Hull then there would be no openings in the physics shape and an avatar would be unable to enter the building. (For Convex Hull imagine the object wrapped in cling film). For your more complicated building consisting of a link set of many mesh parts then its a little more complicated. Some parts may have been uploaded with there own dedicated physics mesh like in the example above but others will have been uploaded without having any specific physics model assigned to them when uploading to SL. These parts may have been been assigned a Physics Shape Type: None after uploading and rely on a completely separate mesh object (or even SL prims) for its collision surfaces. This physics mesh object will have been assigned a physics mesh to use for collision surfaces at the time of uploading into SL then set to use the Physics Shape Type: Prim. (Here using this Prim option is telling the viewer to use the physics mesh that was assigned in the mesh uploader as collision surfaces.)This physics mesh object will be set to 100% transparent. (Note; This single physics mesh object could have several other mesh objects (set to None) in the link-set relying on it for their collision surfaces.) Example below is the same building but uploaded as 3 different mesh objects, Outside_Walls, Inside_Walls and Physics. If for any reason one or more of the objects has its Physics Shape Type set to Convex Hull then all openings will be blocked : So to trouble shoot, enable the View physics tool to see how the opening is blocked, then with Edit linked checked, run through the Link set until you have that part selected and then check its Physics Shape Type status.
  13. Yes max 8 material slots per object. All you need to do to assign faces of the mesh to a new materials is: Add the new materials to the list of materials using the little + icon in the Material Properties panel. Give the new materials an appropriate name. In Edit mode select the faces of the object that you want to use the new material and hit the Assign button. Repeat for any other faces that require a different material. When UV unwrapping the object you can select all and UV unwrap. this will result in all the material faces being unwrapped to a single UV space. or select one material and UV unwrap. This result in this one material having its own UV space. Then select the nest materials faces and Unwrap, resulting in anothe UV space for this material. So an object can me mapped to a single UV space using max of one 1024² image texture or each material mapped to its own UV space which could mean the same object could be textured using up to 8 different 1024² image textures.
  14. I mostly mark seams then use the basic UV unwrap and edit the resulting islands. But I have never attempted to texture stalactites/stalagmites before . Best is use which ever method works best for you. Texture with horizontal banding. (A greyscale image can be tinted in-world to match the colour of the cave roof.) : For a stalactite which sometimes seems to have horizontal streaks, (see screenshot above) I would find a texture with a similar horizontal banding and then UV unwrap and edit the UV's to align with the texture : Mark a single longitudinal UV seam. Select all and U > Unwrap. In the UV editor > rotate UV island to be vertical. Select the center vertical edge loop and align its vertices to the X axis. RMB to open the UV Context Menu and choose the Align X option. Repeat for all the Horizontal edge loops in the UV island, RMB > Align to Y Check it with the texture. This is only one stalactite but in reality the 3 versions of the stalactites/stalagmites (see previous post) would be UV unwrapped together then all other stalactites would be duplicated from them and edited in the 3D viewer to have slightly different shapes. Duplicating after the UV unwrap and edit would mean the new modified stalactites would not need UV unwrapping / editing again. When finished editing the Uv's select the islands and Pin them using the P key. This will prevent them getting accidentally UV unwrapped (altered) if, later you are unwrapping some other part. P to Pin. Alt P to Unpin. A quick way to add a little more detail to the texture is to use it in combination with a normal map. For the above example I used https://cpetry.github.io/NormalMap-Online/ to convert the greyscale texture to a Normal map. There are many other available online.
  15. Suggestions for creating simple stalactites and stalagmites: Get yourself some reference images. Stalagmites tend to be very stunted shapes compared to the longer stalactites. Create the stalactites and stalagmites in pairs. The drip from the stalactite falls directly on the stalagmite below it so keep them on the same centers. Start with a single circle of 6 to 8 vertices. The fewer vertices will make editing simpler. Duplicate this circle > extrude down to form a cylinder (this is the base mesh for the stalactite) Duplicate the lower edge ring of this cylinder and drag it down to form the base of the stalagmite. The rest is just editing these 2 base meshes to create 3 or 4 versions of each pair of stalactite/stalagmites and then arranging them as required. See screenshot below. :
  16. how to display Bounding Box of an object : Object Properties > Viewport Display > check Bounds (Box). To find the center of the Bounding Box : set Transform Pivot Point to Bounding Box Center. Select mesh. Shift S to open Snap pie menu and choose the Cursor to Selected option. the 3D Curser is now at center. Deselect everything. Shft A to open add mesh object and choose the Cube. With only the cube selected M to open Merge menu and choose the At Center option. now we have a single vertex at the center of the BB. With this vertex selected you can find its X Y Z position from the Transform N side panel. Objects get added at the 3D Cursor. Its possible to add objects and snap them to the face of other objects but I would need to look that up with Google and its way to late in the day for me to do that Usually I find it sufficient to place the 3D cursor where I want to add the new mesh and Shft A > Add mesh. Example: Select a vertex > Shftl S to open pie menu and choose Cursor to Selected > Shft A to open Add menu and choose mesh primitive. Edited to add : As mentioned above objects are added at the position of the 3D cursor. To reposition the 3D cursor in the viewport : Hold down the Shift key and move the mouse cursor to where you want the new position of the 3D cursor to be then press the Middle Mouse button.
  17. I wish you well. You are a legend and will remain a legend in SL history.
  18. You can increase the size of the preview window by hovering you mouse over the window border until the little double headed arrows appear then click and drag outwards : If you decrease the UI scaling in Preferences > User Interface > 2D Overlay > UI Scaling, its possible to increase the relative preview size a little more : Perhaps your Physics model is just too complicated as it is in the example in my screenshots. In this example the red edges are indicating where there are long thin triangles in the mesh. These are the top faces of the skirting boards, (base boards). Such details should not be included in Physics model at all. In this example the physics model would not include any of the base boards or door trims, just optimised walls, floors and ceilings. 3 Rules to follow when creating your physics model : Each mesh object has its own physics model. The Bounding Box X,Y and Z dimensions of the physics model should match the BB dimensions of the visual model. Keep it simple. REALLY SIMPLE. Example: In the above screenshots each room's floor is made up of 4 or 8 triangles in the visual model. In the physics model it would be a single quad (2 triangles) to create the collision surface of all 4 rooms on each level. ( window openings are not always necessary in the physics model also think about having the height of door openings higher in the physics model than in the visual model) and don't forget to check for degenerate faces, "zero area faces" before exporting. In Edit mode > select All > Mesh > Clean up > Degenerate Dissolve. ( "Dissolve zero area faces and zero length edges" ).
  19. The above may look a bit complicated so I made a .gif anim. to help explain the workflow. Note that to help reduce the size of the .gif file as much as possible I am using the Quick Favourites menu (Q key) instead of opening the longer Mesh and Face etc menus.
  20. Something that I don't think has been mentioned yet is optimising your mesh to reduce geometry. This can reduce the final LI cost of the build and will be "greener" for SL environment. In one of your screenshots its showing that you have not deleted faces that will never be seen. Example the top (and bottom) faces of the walls and the top (and bottom) and back faces of the battens. Also you haven't shown any wireframes of the mesh so I'm guessing its looking something like the image below? quite a few vertices that are not really necessary and which could be removed without any adverse visual effect on the finished model : Back, end faces and undersides of the base boards could also be deleted: The unnecessary vertices could be removed by selecting them and merging them to vertices which are necessary or we could use the Limited Dissolve tool in Blender and then convert to tris / convert to quads. Its this second method we will be using in the example below: 1: We start by grabbing the low hanging fruit. In edit mode, with all selected, M to open Merge menu > By Distance. this will merge any 2 or more vertices that occupy the same position in 3D space: 2: With everything still selected > Mesh > Clean Up > Limited Dissolve. This will remove all internal vertices lying on a flat plane (except for the window opening where it leaves two unwanted edges which will be cleaned up in the following step) : 3: The two unwanted vertices on the window wall can be merged to appropriate corner vertices. First select vertex A then vertex B, then M > At Last. Repeat for vertices C and D. 4: Triangulate the mesh. All selected > Face > Triangulate Faces: 5: Convert the triangles to quads. Face > Tris to Quads. With the default settings there will probably remain some triangles which can be converted to quads by opening the Operator panel (bottom left) and increasing the Max Shape Angle to something like 80° or more: 9: The only thing left to do is select and delete all the faces that will never be seen, bottom caps of door frames, and end caps, underside and back faces of the base boards : The result for this example is an approximate 50% reduction in vertex and triangle count: And yes this should be done before UV unwrapping,
  21. The result is that the texture flows around all the corners, except for the the corners with the UV seams with no visible misalignment : If you need certain walls to use a different material to the others (for example the entrance hallway alcove walls) its at this stage that you can select those walls and assign them another material.
  22. Your build is looking good I noticed yesterday in one of your screenshots that two walls in the entrance hallway alcove are using the same wallpaper texture but appear to have their UV's scaled differently : Before any UV unwrapping, in Object mode, check that the 3 scale values, X Y and Z are set to 1.000. If they they are not then you need to Ctrl A > Apply Scale : When UV unwrapping outside walls or walls of a room which you intend to texture with seamless textures like bricks or wallpaper, scaling and alignment issues can be avoided if you use only one vertical UV seam per room. This will result in all the walls of a room unwrapping as a single UV island. In the example below of a hallway similar to yours I gave the lower walls one material and the upper walls a second material. Each have a single vertical UV seam and marked in a corner that would be the least visible because its at the UV seams that the texture will probably not align correctly. (this can often be fixed by applying a test grid and a little more tweaking of the UV's). Start by selecting the walls to be unwrapped. In this case Upper_walls and Lower_walls. Then U > Unwrap : The two walls unwrapped as expected, 2 separate UV islands : These UV islands need to be rotated so that they are horizontal and then moved down to the lower edge of the UV space and have their left hand corner snapped to the left hand corner of the UV space. So its: Select each UV island in turn and Rotate -90° then with Constrain to Bounds enabled drag the UV island down towards the left hand corner. Constrain to Bounds will make this easier by stopping the uvs from moving outside of the UV space. They will then be scaled up together in such a way that the lower left hand corner of the UV's remain at the lower left hand corner of the UV space, (X=0 Y=0). To achieve this we need to change the scaling origin (Pivot) to be the 2D cursor and have that 2D cursor at X=0 Y=0 in the UV space. Luckily for us this is the default position of the 2D cursor in the UV Editor. Next we need to select both UV island together and scale them up until the top edge of the Lower_wall uv's is approximately at the upper edge of the UV space. But first uncheck the Constain to Bounds option in the UV menu so that when scaling we can extend the uv's beyond the 0 to 1 space in the X direction : Now we can check to see how a seamless texture looks on the walls in the 3D viewport. (in this case a wallpaper texture but more often a UV Test grid texture would be used here). In this example the we need to go back to the UV editor , select both uv islands together and scale them up even more. (Note: This additional scaling could also be done in SL instead). Additional scaling : Some more tweaking of the UV's to get the Upper_walls texture to align with the Lower_walls. This again would be better done with a UV test grid applied to the walls instead of this wallpaper .
  23. Nope, I just checked and its open for business. Did you read Rowen's post I Linked you to yesterday ? : How do I log in to Aditi? The first time you want to log in to the Beta Grid (Aditi) you may need to contact Support to gain access. If the viewer doesn't recognize your username and password for Aditi, or if you haven't logged in to Aditi in some time, you may also need to request a manual update from Customer Support. To contact Support for access to the Beta Grid (Aditi): Visit the create a ticket section of support.secondlife.com Sign in to your Second Life account, if you aren't already logged in. On the Submit A Ticket page, select Account Issue as the Issue Type For the Account Issue dropdown, select Viewer Login Issues Enter the name of the avatar you'd like to use on the Beta Grid and in the Please describe the issue box, explain that you'd like access to Aditi or the Beta Grid. Click Submit to send your request to Support. Its way past my bedtime so only very quick answers from me ....... Have yo checked that the Normals are facing the correct way in Blender before uploading. see this earlier thread about how to check for face orientation in Blender : 1 meter in Blender equals 1 meter in SL so the scale should be the same in both. Try applying scle in Blender before exporting. In object mode, with object selected > Ctrl A to open the Apply menu and choose the Scale option. Texture scaling in SL should be the same unless you used the Mapping Node to do the scaling in Blender instead of resizing the UV's in the UV editor. If you didn't specify a Physics model to use when uploading then it will be using the default Convex Hull Physics shape. Imagine your model, Foundations wrapped in cling film, thats what Convex hull Physics Shape is like . So my guess is thats what you are walking on.
  24. A little more info on how to login to the Beta grid (also known as Aditi) can be found here : Just follow Rowans and Codex's instructions. If you need any more info you could check out the SL Wiki page for the Beta grid : https://wiki.secondlife.com/wiki/Preview_Grid Good luck with your build.
  25. The "chainlink" is an actual mesh object and not a curve of some sort ? If you would like me to take a look at your mesh and do a test upload you can send me a link to your .blend file here in DM's.
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