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Aquila Kytori

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Everything posted by Aquila Kytori

  1. In Object mode every time you Add a new mesh primitive ( Plane, Cube, Circle, Cylinder etc ) you are creating a separate mesh Object If you do the same in Edit mode, you are adding geometry to the existing mesh Object. If you were going to create a mesh chair, (a single mesh Object) you would, for example Add a mesh cube in Object mode, then tab into Edit mode and complete the chair. If you then duplicated the chair while still in edit mode you would have 2 identical chairs but they would be only one mesh object. In edit mode there are many different ways you could select one of those chairs, the most common perhaps is first select one vertex, (or edge, or face) and then hit the L key. That would select all parts of the mesh object that are joined to that vertex. If you were in Object mode and duplicated the chair you would have two mesh Objects. In general when creating a single mesh object , add the original mesh primitive in Object mode and do all the rest of the meshing in Edit mode.
  2. Hi 1: Go back into Edit mode. 2: Select one of the planes that you want to be a separate mesh object. 3: With the plane selected hit the shortcut key P to separate it from the others. 4: From the popup menu choose Selection. 5: Return to Object mode and you will find that the plane is now a separate Object. Just to note: To Join separate mesh objects into one Object its Ctr + J
  3. Hi There isn't really another way of doing it. Its almost always , create the mesh , UV unwrap then texture. Usually the UV unwrapping is done after the mesh is finished. In your particular case where you added the bottom face later (and then UV unwrapped the whole tray again ?) it messed up your original UV map. Perhaps what you should have done was select only the new bottom face and unwrap that face by itself so the unwrapping wouldn't have effected the rest of the mesh. Then, because the bottom face doesn't need to have the same detail texture, pixel density as the upper faces, the UV island for that bottom face could have been scaled a lot smaller and a place found for it somewhere on the original UV map. Spending time editing UV’s is a normal part of the process. Sometimes rearranging the UV’s can take more time than was spent creating the actual mesh. There are quite a few tools in the UV’s menu one of them is called Pin. Selecting vertices in the UV editor and then Pinning them will pin those vertices in place so that if you re unwrap your mesh those pinned vertices will not be moved. I mention that because that was something you could have done with your original UV map before unwrapping a second time with the new bottom face.
  4. Chic Aeon wrote: ..................... When I get to th card type and click I do NOT get any other menus. I have a GeForce GTX760. I should have made it clearer. After changing from None to CUDA in the User preferences you need to return to the Properties panel > Render > Render menu to see the now extra option called Device added to that Render menu.
  5. Hi Looks like you are baking out one of the materials to one texture and the second material to a different texture. Check that you are baking each material to the same texture. In the screen shot below for the material called Mat 1 I have selected Texture1 in the Node Editor. For the material called Interier I have selected Texture 1 in the node editor. And with the mesh selected, in the UV/image Editor iI have selected the Texture 1 to bake out to .
  6. Hi Have a look in Preferences ...............
  7. Drongle McMahon wrote: .................... but where would the merlons be without their crenels? W = M - C² Where W is any kind of basic wall. Hopefully any Swedish person reading this will feel compelled to give me a Kudos
  8. Hi Dree The follow active quads using the Reset short cut you explained in these thread before and I use it from time to time. Number 3, mapping duplicate parts is going to be helpful. I often forget to UV unwrap the original before duplicating. And who lives in a house with TWO brass lion head door knockers on the front door !? Pretentious or what lol . Welcome back Drongle, I learnt a new word from a french guy yesterday on the beta. Merlon.
  9. I don't have time today so will leave explaining the importance of correct UV unwrapping to you :matte-motes-wink: P4cker, in the mean time you could watch this video https://cgcookie.com/blender/2011/01/21/intro_uvmapping/ Or a very nice sword modelling an texturing tutorial series (but not really aimed at beginners) you can find here: https://www.youtube.com/watch?v=XiQOHSzyooc that links to the UV Unwrapping of the sword.
  10. Hi Pam As you have already noticed its the incorrect Auto generated Low and Lowest LOD tri and vertice count that is causing the high LI cost. They should have been calculated much lower. I have had similar problems in the past https://community.secondlife.com/t5/Mesh/LI-count-something-not-right/m-p/2254573#M23880 when the mesh was Smooth shaded but not UV unwrapped. Drongle mentioned it earlier so can you confirm that the eggs legs have been UV unwrapped ? I'm guessing the problems is in the legs somewhere so would suggest to try uploading just one leg and checking if the auto generated Vertice and Tri counts for the Med , Low and Lowest LODS are correct and that you can manually set them to zero or not. If they are wrong try removing a loop of tris ( to open the leg ) and test uploading again ................Try test upload of a leg before it was decimated............. Cay Trudeau in message number 12 of the thread link above mentions she had the same problem and solved it by simply removing doubles. Just noticed that the Physics weight is also wrong. If you have used a cube for physics and Analyzed it in Step 2 it should be only 0.36 and not the 4.560 shown in your image.
  11. hi Could it mean this ? http://opensimulator.org/wiki/Varregion
  12. Hi So i'm guessing the goal of this Project is to end up with a building with a lower LI than one if it had been made with prims.This would mean reducing the triangle count in Blender as much as possible and having walls etc that are texturable + having correct Physics. Thats quite a big ask for someone who is only just starting out. Let me try to walk you through a very "simple" example, a cube and point out some things to look out for and to do further research on. I created a cube in SL , resized it , rotated it about the Z axis and then gave each face of the cube a colour. Using the Singularity viewer I exported it to my hardrive and opened it in Blender. Before I forget let me mention that Singularity's .dae exporter has a couple of Options worth mentioning. Consolidate Faces, "Export faces that have the same texture as one." and Skip transparent faces, any faces that are made 100% transparent will not be exported as part of the mesh. First thing to note is in Object mode we can see that the 6 coloured faces have been imported along with the cube and second is that the scale is 2 in all axis and the rotation in the Z axis is 180°. Not having the rotations set to zero and scales not set to 1 can cause problems later on so lets fix this first : 1: In Object mode with the cube selected use the short cut keys Ctrl + A to open the Apply menu and choose Rotation and scale. Next have a look at the imported cube in Edit mode. First thing to note is the Vertice/Triangle count 96/108 . a basic cube only needs 8 vertices and 12 triangles so these have to be reduced. Second we see that the cube is devided into triangles, its better they are changed to Quads while working in Blender. (The Quads will be automatically converted back to Triangles when the mesh is exported to the Collada .dae format for uploading back into SL) Third the cube is made up from separate faces, the edges of the cube are not joined to each other. And Fourth the UV mapping of the cube has been exported along with the mesh when converting to .dae in Singularity. In the UVmap all 6 faces have been stacked on top of each other, which is correct for the SL cube. UV's are very important, each vertice of the mesh in 3D space is mapped to a point in 2D space (UV map) so that each pixel of a texture using this same UV space can be mapped back to the correct point on the surface of the 3D mesh. Its a must to understand what UV's are and the different ways of producing them inside of Blender. Google Google Google. So lets get started on reducing those vertices: 2: Just shows the cube asit is when brought into Blender. In edit mode and all the vertices selected: 3: To convert the Triangles to Quads, Ctrl + F to open the Face menu and choose Tris to Quads. Doing this makes it alot easier to select edge loops later on. 4: To get all the edges joined together we can use the Remove Doubles option. This will join together into one vertice any vertices that are occupying the same place in 3D space. Ctrl + V to open the Vertices menu and choose Remove Doubles. 5a: and 5b: All vertices that are not contributing to the shape of the mesh can be deleted. To do that select all the vertices that are not the corners of the cube and delete them. With those vertices selected use the X key to open the Delete menu and choose Edge Loops. The cube is now optimized and if you look at the UV's you will notice they are still intact. Which means the when the cube has been uploaded into SL it will still take taextures as before. 6: Because the cube is so simple a copy of this cube can be used as the Physics/ Collision mesh. In Object mode make a copy of the cube, Shft + D and move it to another layer with the M key. Then in Object mode you can remove all the materials from this Physics cube. The cube is now ready to be exported back to SL, In Object mode, with the cube selected: Edit > Collada (.dae) and in the Collada export menu check the Selection Only check box. and save. Repeat for the physics cube. In the mesh Uploader, load up the cube.dae file in the LOD tab and the Physics cube.dae in Step 1 of the Physics tab When rezzed inworld edit the cube and in the Features tab change Physics Shape Type from ConvexHull to Prim. Ok, that may or may not seem like alot of "playing" about in Blender for a simple cube, Try it, then try it with a little open room. With Prims create a floor, 3 walls and a flat roof, give the walls and floors etc their own colours faces and link together and export .......................In Blender, Object mode with all the parts selected, Ctrl + J will join them into a single mesh object. You are going to need alot of patience to Optimize this imported room from the 438 vertices/480 tris to 16verts/28tris. Producing a physics/ Collision mesh wouldn't be to hard...... BUT And you will probably have to UV unwrap this new mesh room from scratch ! ........ Now think about what will be involved in doing this for a whole building ! Plans are made to be changed right ..........you are going to have to learn some Blender basics so why not do the whole thing in Blender ? You will find a nice series of Blender tutorials here BTW have you heard of prim to mesh software? Google or ask in the Builders Brewery Group chat about that. If i remember correctly they even hold classes for at least one of them.
  13. Hi Not really what your asking about but my suggestion would be, bake out your base color , cotton texture and AO textures etc as separate textures and load them up as layers in a 2D editor like Gimp and then just Play with all the colour tools, hue, brightnes, saturation, Blending modes etc etc. Its quicker and alot less complicated to experiment in Gimp than it is in Blender. Also try giving your AO a bit of colour The folds of the top of the dress could benefit from a little more shading
  14. Drongle McMahon wrote: Did you try changing the wall thickness? That had a big effect on my high weights too. I'm afraid I just decided triangle physcics weights were irredemably mind-boggling. Yes, with the same results as last time : Multiplying the wall thickness by 2 will half the Physics weight. Multiplying by 4 the thickness will divide the physics weight by 4 etc Also gives the same results with the wall that uses the physics mesh with the extra plane at right angles. double the thicknes will half the Physic cost.
  15. Hi Drongle I hadn't heard about that "adding another face at right angles" to reduce Physics weight on those meshes with the unexpected very high physics weights. So I have now tried it out on two separate occasions with the same mesh Arch and got similar results. All my uploads were using non analyzed Physics and when set to Physics Shape Type: Prim worked as expected. I uploaded my mesh Arch 4 times, First using Phys 1, a physics mesh created from a copy of the High LOD mesh and then removing edges with the dissolve function in Blender and deleting the faces joining the front and back sides of the wall. Second using Phys 2, a copy of Phys 1 and then adding a plane to join the two sides. Third using Phys 3, a copy of Phys 1 then selecting all the vertices of one side and scaling them down to zero in the Y axis ( S Y 0 ) to insure they were all lying perfectly on the same plane. (one of the things you mentioned to do in a thread a long time ago now) Each time the Download weight was 0.6. For the mesh using Phys 1 the physics weight was 11908 (note the other day when i tried this the Physics weight was over 16000). Using Phys 2 the Physics weight was 8.7 and Phys 3 was 0.5. You will see from the image above that even though I set the Physics Shape Type to prim they still looked as if they were convex hull when Show Physics was enabled. (The physical openings in the archway were working ok) So after a bit more experimenting I finally got an arch which showed the Physics correctly, Arch 4. Arch 4 was achieved by selecting all the vertices of one side of the wall in the High LOD mesh and scaling to zero in the Y axis, then repeating for the other side of the wall. Then repeated for the other 2 LOD meshes and then uploaded using the Phys 3 mesh for Physics. So the visual mesh can effect how the Physics mesh looks ! ? And to Pamela, In future when this happens you could also try the S Y 0 thing in Blender to your physics mesh before uploading.
  16. Hi Usually the learning process is, modeling, UV unwrapping, and then texturing. So you are at the texturing stage, normally its learning how to Bake out an Ambient Occlusion (AO) texture before learning how to bake out shadow textures because: 1: You need to mess about with lighting setups to bake shadows. 2: For SL if you have textures with shadows already on them they can look strange when people have Shadows enabled inworld. For axample you bake in shadows lit from the right side in Blender but then inworld the Sun happens to be on the left so casting shadowsin the oposite direction 3: Its the AO shading that will make your mesh pop You could have alook at this thread https://community.secondlife.com/t5/Mesh/Ambient-Occlusion-for-Blender-tuts/m-p/2876281#M30051 But now you know its probably Ambient Occlusion baking you want, with Google you will find plenty of Blender tutorials on the subject and others on what to do with your AO texture.
  17. hi Looking at the image of your cabinet rezzed in world I would say you don't have the AO texture applied to it ? Just a recap so you can confirm you have done these steps. 1; Upload and rezzed your cabinet inworld. 2: Upload your AO texture into your Inventory. 3: Edit your cabinet, open the Texture tab and drag your AO texture into the Texture square. As Arton has already said the easy way to do it is, in a 2D editing programme like Gimp : 1: Open the wood texture you want your cabinet to have. 2: On the layer above the wood texture you open add your Baked AO texture 3: With your AO layer selected look to the top of the layers panel and you will find a Blend Type drop down menu which is usually set to Normal, you need to change it to Multiply. 4: Export this combined image file as a .png file. 5: Upload the .png to SL and apply to your mesh cabinet. The more awkward way is to do the same thing in Blender : 1: Create a new Material for your mesh. 2: Create two Textures for that Material the first will be your wood texture. The second will be your AO bake texture and in the Influence panel for this texture you set the Blend mode to Multiply. 3: Add some sort of lighting to your scene. 4: In the UV/Image Editor create a new image to bake your Full render to 5: Bake out a Full render. 6: Save the resulting Full render Image and Upload it to SL and apply it to your mesh . Its too late for me now but if need be i will re-explain the Blender way (with pictures) tomorrow. But i urge you to do the Gimp way first One last thing , as Roland suggested you should have baked your AO with the Normalized check box checked. Your AO is too grey and will result in a dull/dark finished texture when combined with the wood texture. Enabling the Normalized function will give you a much better AO texture so that the parts which have no "shadow" will be pure white instead of the light grey you have in yours. Check out messages 3 and 4 here for tips on how to get better control of your AO baking in Blender https://community.secondlife.com/t5/Mesh/Need-advice-buildings-in-blender/m-p/2368791#M24858 Edited to Add : Drongle has shown you a slightly different (Blender) way in his first image so no need now for me to repeat it again tomorrow
  18. Following on from Drongles post of the many choices .............. He could have gone on to mention custum Physics meshes and whether they should be Analyzed or not ........... I just wanted to illustrate the "choices" I would have taken to get both low LI and accurate physics for your 6 cubes example : The physics mesh is a copy of the visual mesh but to save a little on the Physics costs I deleted the underside face of each cube. In the Uploader this Physics mesh was not analyzed in Step 2 of the physics tab.
  19. I'm guessing that your 6 cubes are 6 separate Objects in Blender which will give a LI if 3.0 ( 0.5 server weight x 6 ) and you have exported and uploaded that Physics cube aswell because ..............you didn't choose the option Selection Only in the Blender .dae exporter. In Blender there is a big difference between adding mesh primatives in Object mode and adding them in Edit mode. If you add 6 cubes in Object mode you will have 6 separate mesh Objects. If you add your first cube in object mode then tab into Edit mode to add the other 5 you will have one mesh object consisting of 6 cube The single mesh Object when exported and brought into SL will have a Server weight of 0.5 and a download weight of less than one. Physics cost will be less than 0.5 aswell so the LI will be somewhere between 0.5 and 1. Your doing it right for the Physics cube in Step 1. In step 2, don't bother with setting it solid , just hit the Analyze button. And leave Step 3 alone just to note: You can join separate mesh Objects ........... In Object mode Shift select the ones you want to join and use the shortcut key Ctrl + J . Tab into Edit mode and you will see that they will now be one mesh Object.
  20. Cerise Sorbet wrote: That approach isn't going to fly in SL. Bigby McDonnell wrote: Is there any way to actually upload something hairy into Second Life? Cerise is right, bears are not naturally born flyers. I think you may have more chance with a hairy bird : https://plus.google.com/+AdventuresInBlender/posts/CtAXCR8P71S?pid=6122505801320308002&oid=114446066195540713841
  21. Hi The order of the faces in SL corresponds to the order in the material list of your 3D software (I use Blender and presume its the same in other programmes). So the first material in the List you assign to the face you want to be face .... 0 in SL the second material in the list you assign to the face you want to be face ... 1 in SL the third material in the list you assign to the face you want to be face ... 2 in SL etc etc ...........
  22. Just to add : For most small mesh objects, for example a table, an earring, a pot plant or a postbox etc a simple box will do for physics. And because the physics mesh is always stretched to fit the bounding box of the visual mesh the same box will do for them all. So for all things like that create a cube in your 3D software, export as Collada.dae file and save it as Cube_Phys.dae to your desktop or where-ever, so that you have it easily available. Then when you are uploading your mesh object you can upload this Cube_Phys.dae file in Step 1 of the Physics tab of the mesh Uploader and in Step 2 you should hit the Analyze button.The Physics weight will now never be more than 0.4 in the LI equation no matter how big or small you resize mesh. The increase in LI you experienced with your Non Analyzed mesh when making it smaller is not a bad thing. As others have already said reducing the size of your mesh is also reducing the size of the triangles used to make up your physics mesh and you are being penalized for that. It follows that using very big triangles will DECREASE the Physics weight in the LI equation. Which means for large mesh objects like buildings you can take advantage of this by creating your Physics/collision mesh using polygons/tris/planes as large as possible and avoiding all small and thin planes/tris in this mesh. This type of Physics model should NOT be Analyzed in Step 2 of the Physics tab in the uploader. (Remember to set to Physics Shape Type Prim once it has been rezzed inworld).
  23. hi LisaMarie McWinnie wrote: While checking the normals I saw this on the high poly model. I'm not sure if this is how it is supposed to look, but there are some normals pointing towards the inside of the model, and their locations more or less matches the areas in different colors in the normal map. How can I fix this? Recalculating or flipping directions is not doing the trick. I don't think that there is anything wrong with the normals to fix, it looks like its the geometry that is a the problem. Your high poly mesh appears to have some of the folds folding back on itself and also intersecting faces. Add to that that that your low poly and high poly are intersecting as well means that sometimes the "rays" from the low poly mesh will be meeting the back faces of the high poly first, which is like the ray detecting faces with flipped normals which can sometimes cause messed up colours being saved. Because of the complexity of the high poly mesh editing the Bias and Dist values in the Blender Normal baking menu will not really help. Have a look at this link: http://joeyspijkers.com/t_normalmapping.html about halfway down the page is a good explanation of what varying those 2 parameters does.
  24. hi The first line from that link says : "Just as we can texture individual faces of a primitive differently, we can texture individual faces of meshes differently if the mesh has been properly set up for materials before import. " Which means if the different material faces haven't been assigned to the mesh in the 3D software before uploading, the mesh will only have one when you come to edit it inworld. ( A mesh object can have up to 8 different material faces. )
  25. Just tried exporting a mesh from Blender to Hexagon as .obj file and the UV map was included when i opened it in Hexagon. Just make sure that you have the Include UV's check box checked in the Blender export window : After you import into Hexagon, change to the 2 Vertical Views mode and when you select the mesh the UV's open in the second window. What to do after that I have no idea
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