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Aquila Kytori

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Everything posted by Aquila Kytori

  1. The error message is saying that your LOD3 (High LoD) model has a negative X Y or Z scale value so you probably just need to fix that by Applying the scale in object mode. Ctrl A > Scale. See my answer in this pervious thread if you need more details
  2. I thought I understood what you were asking as "how do I bake the 4 different materials to 4 different textures? " but now the more I read the above the less sure I am that that is what you are asking. Any-ways ... to bake out the different materials of an object to separate textures you need to first tell Blender that is what you want to do. That is done by 1: In the Shader Node Editor or each material Add a new Image Texture node. It is to this image texture that the texture will be baked to. 2: Rename so you know which is which (also set required texture size), 3: Have these new image texture nodes selected at the time of baking. (Highlighted in white). In the example below the object has 2 materials, Blk Wht and Colour. In the Shader Editor of the Blk Wht material a new Image Texture node is added, Shft A > Texture > Image Texture. This new image texture is renamed as Blk wht_Bake and is left selected (ready for baking to) . The above was repeated for the Colour material and named Colour_Bake : The result after baking is 2 separate image textures. You will find the different material bakes in the drop-down to the left of the image name in the UV editor. Don't forget to save the baked images before closing Blender. UV editor > Image > Save as. and or pack the baked textures into the blender file with UV editor > Image > Pack. A YouTube video explaining similar here at 4:30 to 7:10
  3. Object mode > Select Object > Crl A to open the Apply menu > choose the All Transforms option. To merge (Join) 2 separate objects so that they become 1 : Object mode > select both objects > Ctrl J to join them so they become a single object. After joining use the Apply > All Transforms option.
  4. Hi I don't know a lot about weight painting but I do remember @Quarrel Kukulcan and others mentioning here in the forums that the max. number of weights per vertex for SL is 4. Limiting the number of weights per vertex is done in Weight Painting mode: Weights > Limit Total > then check in the Last Operator pop_up that the Limit is set to 4. see screen_shots below : Also I believe the weights per vertex should be normalized before exporting. Weight paint mode > Weights > Normalize All : No guarantee's for the above, so best do try this on a copy
  5. I downloaded an .ifc file created in Revit and imported into Blender using the BlenderBIM addon to see how efficient the imported model was with its use or vertices/triangles. On the large flat walls it was using the minimum number of triangles and would have required only a little clean-up like deleting a few faces that would never be seen : https://github.com/IFCjs/test-ifc-files/tree/main/Revit But on the bevelled edges of the large window frames, for some reason there were a lot of extra vertices. Happily these could be easily cleaned up using Blender's Limited Dissolve tool. In Edit mode with window frame selected > X key to open the Delete menu > choose the Limited Dissolve option > and increase the Max Angle value until all the unnecessary vertices have been removed. 602 vertices before, 66 after using Limited Dissolve : So later on you may need to do the same on some parts or your imported models. Also there were no UV maps ! I'm guessing you don't use them when mapping textures to surfaces in Revit ?
  6. Hi Grace, A complete house is a bit to much for your first SL project. You will learn a lot with a very simple mesh object, an open sided cube. The project would be uploading Blender's default cube, minus one of its side faces and have it set up so that when rezzed in world you would be able to walk around inside the cube. Also have it so that you can apply correctly a seamless tillable texture to the outside side walls and another to the flat roof and the same for the inside walls, floor and ceiling. If you take on the open cube project it will be relatively easy for one or other of us to help you when you get stuck with something. And please add screenshots with any questions A link to the SL Wiki page for uploading mesh : Second Life has a beta (testing) grid called Aditi which has a few sandboxes where uploads are free. You will still be charged L$'s for each upload but L$'s used on Aditi are just pretend money and will not be deducted from your real SL account. Link to wiki page : https://wiki.secondlife.com/wiki/Preview_Grid and just a little bit on how land Impact is calculated :
  7. And what about the X Y Z scale values? In the error message, LOD3 is referring to the High LoD model and Negative scale detected usually means that one or more of the X Y Z scale values in Blender > Object mode > Transforms side panel are set to a negative value. All three should be set to 1.000 before exporting (and before using any modifiers or UV unwrapping in Blender). In the example below the Cube's X scale has been deliberately set to -1.000 (negative 1.00) : Result of exporting with this negative X scale value : To remove this error you need to Apply the Scale values before exporting, Object mode > With object selected > Object > Apply > All Transforms. (Shortcut keys Ctrl + A) (Of course you could just select the Scale option but I prefer to use the All Transforms ). Hopefully doing this will help you eliminate the Negative scale error. Note: LOD3 = the High LoD model. LOD2 = the Medium LoD model. LOD1 = the Low LoD model. LOD0 = the Lowest LoD model.
  8. Perhaps you are simply trying to create a bevel (Ctrl B) around the bottom edge of inner cave walls?
  9. I don't really understand what you are trying to do exactly and seems a bit complicated just to add a floor to the cave, perhaps add more screenshots ? I had to look it up. The first method shown in the video above ? Note: To get the LoopTools options to show up in the right click contextual menu you will have to enable the LoopTools (one word) Add_on that comes shipped with Blender. Edit > Preferences > Add-ons > LoopTools :
  10. Why it didn't import with the same cave wall thickness that you set in the Solidify modifier ? If you applied the modifier before exporting then there should be no issue. If you didn't apply the modifier before exporting then you should use the sl + open sim static presets in the Collada options panel when exporting. This sets an option which applies the modifier just for the Collada export which leaves the modifier unapplied on the original model inside Blender. I thought 0.5m a little bit too thin for a cave wall so in the example below I set the thickness to 1 meter and used the sl + open sim static presets when exporting ......... If it was a cave I was building for the inside of your island I would start by selecting the cave opening and just extrude inwards a few meters to create a tunnel like entrance then create the rest of the cave by extruding and adding geometry, building up the shape of the cave as I go along ......
  11. If you didn't instruct the SL mesh uploader to use a specific physics model, either a custom model you made in Blender or one of the options in the Physic panel > Step 1: > Choose one... drop-down menu then you will not have the Prim option, only Convex Hull or None. see screenshot below :
  12. As others have already mentioned you need to create a Physics model(s) and then tell the SL mesh Uploader to use that model(s) for your collision surfaces. There are 3 rules that you should comply with when creating a Physics model: Each visual model has to have its own Physics model. The Bounding Box (BB) X, Y Z dimensions of the physics model should match the BB dimensions of the visual model. Keep it simple. In your screenshot you show that your sky box is made up from 2 separate objects in Blender, So we need to create 2 Physics models. Your Sky box is already very simple, meaning it uses very few polygons so we can probably just make copies (duplicates) of each object and use them as our Physics models. The copies will automatically comply with rule number 2 Starting with the 2 original objects, here named Inside and Outside : To make copies of the 2 existing objects, In Object mode select both objects and use the shortcut keys Shft + D to create duplicate objects. If we give these duplicate objects the same names as the originals but add the suffix _PHYS they will be recognised by the SL mesh uploader and uploaded automatically at the same time as we upload the visual models. In this example we rename them Inside_PHYS and Outside_PHYS : Now we have 4 objects and are ready to export, first the 2 visual models : In the Collada export panel use the sl+open sim static preset option and give this file containing the 2 visual objects the name Sky box : Then repeat for 2 Physics models: In the export panel give this file containing the 2 Physics objects the same name as the previous export but add the suffix _PHYS (Sky box_PHYS): Now inworld, Build > Upload > Mesh Model we choose the Sky box.dae file the uploader will search the folder containing this file for other files which could be used for the lower LoDs and Physics. It will only find the Sky box_PHYS and load this in the Physics slot in Step 1 of the Physics panel of the mesh uploader. LoD panel : Physics panel : When rezzed the last thing to do is change the Physics Shape Type to Prim. This option is found in the Features tab of the Edit Floater. Now you should be able to walk around inside the sky box Let us know If texturing the sky box is still an issue, mention how you want it textured and why you have the sky box as two separate objects instead of one object. For example : a separate image texture on each of the 4 inner walls and floor and a single colour for the outside walls ............(= 5 materials in Blender ) .....
  13. Too lat to use Blenders built in Color Grid ! Too lat to correct my typo ! and now too lat to even do a little UV editing !
  14. It will make texturing easier if you do because then it will be you that controls how the image texture you assign to the different parts of the model are mapped to the mesh. The fewer UV seams your mesh has often means fewer UV islands to deal with and so less problem with aligning textures later on. For example in the image above if you could unwrap the top part of the mesh, the part above the side walls (these are called coping stones in English) as a single straight UV island wouldn't that make texturing in SL easier ? The following may seem a bit complicated but try taking it slowly step by step and you may find its the way to go. So starting with our base model: Note that I have removed any surfaces that wont gererally be seen like the underside faces of the coping stones because doing this means less UV seams to mark and less UV islands to deal with. The pond is one object in Blender In the following 3 images I have duplicated then separated the parts of the pond to try and better show where the UV seams are placed. Don't you do this Marking seams, The aim here is to get the parts to unwrap in straight lines and with as few uv islands as possible. The coping stones have one edge loop where all 3 edges are marked as seams but the rest only have the two edges marked as seams.This will ensure that it unwraps as a single straight uv island: the UV seams: Adding the built into Blender Color Grid image texture to the model so that after UV unwrapping we can see how this grid texture is mapped to the mesh : Unwrapping the Pond model : Rotate the UV islands as needed so that a horizontally aligned texture will be correct on the mesh. The 2D cursor will be used as the scaling point later. Constrain to Image Bounds is enabled because it makes it very easy to drag the UV islands all to the same "stating point" before scaling. Setting up the UV Editor before editing the UV islands. By default the 2D Cursor will be at X = 0.0 and Y = 0.0 in the UV space (bottom left hand corner of the 0 to 1 UV space). Grab each UV island , one at a time and drag down towards to bottom right hand corner. The lower edge of each uv island should be on the lower edge of the UV space. Don't forget to uncheck the Constrain to Bounds ! Open the Color Grid image in the UV Editor: In the UV editor change the pivot point to be the 2D Cursor. In the 3D viewport change the shading to Material Preview so that we can see the Color grid texture on the model. Then in the 3D viewport select all of the mesh, go to the UV Editor and scale all the UV's up quite alot. The exact amount of scaling is not that important, its just to be able to see more clearly how the texture is mapped to the mesh. You can later scale up or down again or leave as is and use the scale options when applying a texture in SL A little more editing in the UV editor: Zoom in to see how now edges are aligned across the coping stone part of the mesh: Last step is to add and assign the different parts of the model their own Materials : If you need to see more clearly where the UV seams have been placed you can download the .blend file here : https://litter.catbox.moe/u5hke9.blend
  15. Yesterday I was trying to make out what your original cut-out was going to be and now we know, a leaping lary llama.
  16. As Optimo has already said you need to UV unwrap your cut-out model and map the uv's to your image in the UV space before exporting from Blender. Note: reference image used was created using Playground AI https://playgroundai.com/ This next step is not really necessary because we are going to use the Project from View method of UV unwrapping (see step 11) but may be useful if later we would like the back of the cut-out to display a different image to the front faces of the cut-out. It is simply easier and quicker to select and apply the UV seams at this step. Next we fill in the the front face of the cut-out object : Give it some thickness : Assign a material to the mesh and link an image texture to the material : Next the important part, The UV unwrapping and then mapping the unwrap to the reference image in the UV space. Mapping the UV's to the image will result in the pixels of the image being mapped to the surfaces of the model. Scale up the uv's to match the reference image : Now when we bring the cut_out model into SL and apply the same image that we used in the UV editor this image will be correctly mapped to the cut-out. Note: This reference image does not need and should not have an alpha channel.
  17. Strange ............... umm, what happens if you uncheck the Backface Culling option in the paint brush Options menu ? If you don't get it sorted then just copy and paste that part of the mesh into a new blender file and share it so we can take a look at it .
  18. Yes only 1 UV map per object. But as you now know you can have up to 8 material layers on the one UV space. In your example you want to use 2 material layers, 1 material per "layer". Table Top material on 1 "layer and the Legs on a second layer. Select all the geometry using the Table_Top material and UV unwrap and arrange the islands in the UV space. Repeat for all the geometry using the Legs material. As you have already said, when everything is selected the UV space looks a mess but Bake by material in Blender and then inworld when you "Select by Face" only the UV's of that material layer will be used for that particular material/texture. Optimo has already explained why you should avoid using the full 8 x 1024² on small objects. For your table example you could use a 1024² texture for the table top (and sides) and a much smaller, 256² texture for the legs. Of course ideally you would be trying to use only 1 UV layer, both the table top and legs unwrapped to the same UV layer so that you would only be creating/baking/uploading/and applying one single texture to the table.
  19. Yep That's exactly what you need to do. As the inside cave walls will not match exactly the outside mountain/island walls you will have to have a physics model also for the cave.
  20. Enable in preferences. SL viewer : Firestorm :
  21. I visited the Ivy Tech sim, found the mesh island and checked the Physics............ Wulfie is correct, the island is set to use the default Convex Hull type physics. I think it has been mentioned before in one of your previous threads but I will mention it again, if you enable the Developer > Render Metadata > Physics Shapes option you can see the collision surfaces of all the objects in the scene. For your Island see the screenshot below : I noticed from a previous screenshot of yours that you don't have the Developer menu active. You will find the option to enable it at the bottom of the Advanced menu : To walk correctly on the surface and pass through the cave opening of the Island you will need to change the Physics shape Type from the default Convex hull to the Prim option. This option is found in the Build floater when editing the island in-world. Build floater > Features tab > Physics Shape Type drop-down menu : If you don't see the Prim option it means you didn't specify a physics model to use when uploading the Island. Just a note, The Firestorm viewer is very popular because of its many "extras", one of which is the ability to quickly see the collision shape of the selected object :
  22. Sharing the file is almost always the quickest way to getting a solution to your mesh problems. If you post a link here then I am sure one of us will have a look at it and if necessary do a test upload for you.
  23. For arton, just in case you ever want to get back to Blender one day Backface Culling is now enabled in the Viewport Shading drop-down : Blender also has a useful option which makes finding incorrectly orientated faces easier. When enabled, faces with their normals facing outwards are coloured blue and faces with their normals facing inwards are coloured red. ( Just as Thecla was illustrating in the very first screenshot of this thread). This Face Orientation option can be found in the Viewport Overlays drop-down :
  24. The screenshots you linked to appear to show two different versions of the ashtray? :
  25. Looks like you have it sorted now The UV map area turned black because somewhere along the line you created a new image texture with a black background called "uv frame box" and have it loaded up as your image texture in the UV space. This will have no effect the UV map when exporting the UV layout. When exporting, the UV layout it will be saved as black edges on a transparent background, ready to be used as a guide to creating a texture in your 2D image editor (Gimp, PS, Paint.net etc ).
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