Jump to content

Aquila Kytori

Resident
  • Posts

    1,212
  • Joined

  • Last visited

Everything posted by Aquila Kytori

  1. I was looking for something on redirecting edgeloops and came across this video . Ok Drongle has already explained how to use Dissolve but what i found interesting was at 1:50 secs , how to create a temporary keyboard shortcut. In the past i have had 100's of Merge , Merge at Last's to do. Now i can replace Merge, Merge at Last with a LMB ( for example )I hope some of you will find this usefull to know aswell
  2. Hi , perhaps this is what u want ? : The first image shows the UV map after the edge loop has been removed from the mesh, note where to find the Last Operator panel at the bottom of the Mesh Tools panel. Second image shows the UV map after Stiching ( V ), note the Last Operator panel now shows stiching options Third image shows what happens when the Snap Islands check box is Unchecked You could also try setting the Limits and checking Use Limits check box
  3. I just tried 5 sandboxes around Sandbox Goguen , rezing and wearing mesh seems ok now ( Sandbox Cordova is offline )
  4. There is a simple possible cause for getting a higher PE in the upload window that's happened to me a few times. For various reasons sometimes i'll make a copy of the model i'm working on and move it to a different layer . Then when i'm exporting to Collada I forget to check the "Export selected only" . All looks well in the Upload preview window and its only if I check the vertex count or notice the unexpected high PE that I realize I have done something wrong
  5. hi, u need to perhaps make ur own Physics , for example a simple box shape surounding ur bedpost will, i guess give it a PE / PI of 2.
  6. If by "a super waste of L" u mean L$'s then use the Second life beta grid where uploads are free. In Preferences / Advanced, enable Show Grid Selection At Login. Then at login under Start At, type Mesh Sandbox 2 and choose Aditi. (SL veiwer 3.0.0 ) There are like 4 or 5 sandboxes clustered together and i'm surprised just how few people seem to use them.
  7. Hi everybody I found this thread intriguing in a "what came first, the chicken or the egg" sort of way. So I did a bit of Googleing The closest match I found for a reference is the 1976 Buick Riviera. (Image 1 ) The high poly version was made from scratch to be used as a legitimate optional replacement for the original low poly car.  The download for the game consists of a Texture file and a second file containing the low poly version, image 3 and the the high poly mesh ( including other high poly parts, motor, suspension etc etc, plus parts for a crashed version, dented panels broken windows etc etc ) all superimposed on top of each other with many parts bundled together in the middle of the vehicle.This I expect was done deliberately to comply with the way the game handles such files. The wheels are missing perhaps because they got corrupted when opening in Blender or perhaps they have place holders for wheels to be attached in the game. I hope this answers some of the suggestions made here . I just noticed something, in image 5 I forgot to remove the number plate, the badge on the bonnet and the little sticker on the windscreen.
×
×
  • Create New...