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LisaMarie McWinnie

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About LisaMarie McWinnie

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  1. Thanks a lot of the feedback guys. I actually had Ambient Oclussion turned off, but I'm testing with it turned on, see how it looks like. I'm adding a better picture of my node setup, don't forget to click on it to see it in its full size.
  2. Hello! I'm having an issue with baking materials in Blender Cycles. It only happens with certain materials, I'm not sure why. I'm using Blender 2.75, what am I doing wrong here? This is my material setup: This is how the model and material look in render view: And finally, how it looks when I baked it at 500 samples (very similar to my 100 samples test):
  3. Hello! I'm not sure if this question is stupid or not, but I'm working on a project right now with a group, and I've been thinking about making a custom sim surround for it. The project consist of 7 connected sims, forming a J-like shape. My main idea for it would be like the sim surrounding of the now closed sim Goatswood. They were very subtle plains, that looked really well for the sim. I was thinking in plains like that, or something that looked like trees seem from a distance, though I'm not sure if that would be possible. Anyway, for the plain idea, how would I go about making such a th
  4. Took me forever to reply, RL getting really busy, my bad! I edited the cage on Xnormals, and if I increase the cage's size in order for it to be ouside the high poly I get similar issues as when I increase the distance while baking it on Blender. Its either got the orange/green spots or the weird rounded shapes, it's like there is no in between.
  5. 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.
  6. This is how the UV looks if I increase the distance or edit my Low poly so it will be completely outside: This is how the Low and High poly models looks together. I can see clearly the high poly, in red, is covering much of the low poly, yet a lot of areas hidden are not problematic, and look just fine, so I'm not sure if this is really the reason while I'm getting these artifacts.
  7. I checked the UVs and there seems to be no problem or overlapping on it. When I tried to edit my mesh in a way that parts of the low poly won't be covered by the high poly I still get problematic results, the same with changing the distance and bias. I downloaded XNormals, watched a tutorial on it and tried it out. The results are different, but they too are not good. I edited the cage too and I still got problems. I'm going to try importing the model again into Blender, see if I did anything wrong while exporting it from Maya.
  8. Hi, thanks for the suggestion! I tried both things, increasing the distance and having the low poly completely outside of the high poly. None of them worked. While increasing the distance seemed to have no effect making the low poly bigger made the normal map to look even worst, with some rounded shapes and blank spaces. I tried enabling the Double Sided option for the normals too and it didn't helped. I have no idea what to do, I made pretty much the same thing on a different low poly version (that I did the retopology on Zbrush' zremesher) and it worked just fine. Little edit, just tried
  9. I baked the normals of a high poly model to a low poly one, but I'm having some problem with it. The map have some orange and gree colored spots, which look black in the model. This never happened before, and I'm not sure what caused it, or how to fix it. Any ideas? What can I do? This is a rezised version of the results, I had to scale it down to upload here. This is how it looks on the low poly, these are the most problematic areas. The high poly model.
  10. I made a quick google search, and on Maitreya's blog it says: "To apply for creator kits, please fill out this form: Maitreya Developer Kits" So if you want to create mesh for their mesh body it will be easier if you have their developer kits.
  11. Thanks for the suggestion Cathy! I just watched the first part and I'll try it out as soon as I can. My model is more complex but the idea is the same, so I hope I'll do it just fine. Also, do you know how to export it properly to Blender? It would be great to export the final mesh into it, specially if I could keep the UV. Thanks again
  12. I followed this tutorial on how to convert MD's tris to quads, and after a lot of trial and error , I finally got it (differently from the tutorial, I had to delete the faces on both sides, creating a "cookie cutter" like shape, otherwise the booleans command wouldn't work). But there are these gaps in the dress that I don't know how to fix. What can I do in earlier steps to avoid this, or is it unavoidable? I noticed the mesh in the tutorial too has gaps, though not nearly as the ones in mine. The UV from the flat object is slightly distorced, so its a bit more difficult to match t
  13. I used to have a NVIDIA GeForce 9600, and never had an SL problem with it, but now after formating my PC I upgraded to a GT 630. At first what I noticed is that I only got a little increase in performance, I could play with the same previous settings I was using, but a bit faster. And then I started to get this annoying Open GL error 7, sometimes only seconds after logging in. This is looks like what I am experiencing: It starts with random object's textures looking glitchy, and then weird shapes starts to pop up and I crash. My screen turns black and I get an "error 7" message. Be
  14. Thank you! I'l watch Blender cookie's video, it will definately helps!
  15. I think I've reached a point where I can't just postpone it, I really need to learn how to use Blender's materials. Back when I watched classes for Blender, materials were barely approached, and so I've never got to use them. It looks so complex and I feel very lost when trying to figure it out. I am to use the techinique of making a high-poly model to create the textures to be used on a low-poly model, and I materials are an important part, as far as I am aware, to this process, so I can be able to simulate different kinds of surfaces and fabrics, like silk or velvet. Can someone recommend tu
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