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Zakiel Windlow

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About Zakiel Windlow

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  1. HI everyone. Just wondering what I've asked: Anyone else with the same issue? I've request a payment of $160 to my Paypal account on 2015-10-25 (Sunday). As you can see, is not a big ammount, but 12 business days have passed and it is still "in progress". Never had this issue before, and always got my requests "Completed" in no more than 7 business days. I've already contacted support, but I'm waiting for their answer. Thanks in advance. SOLVED (or close too): Well the support answered pretty fast and, indeed, I need to provide more personal info (did this, well 4-5 years
  2. Thanks very, very much for sharing this. Time to read and learn more! Gonna check that stuff about the normals and also, I hope find something about planar UV Maping; because the "pelt" is fast but dunno. For some reason it's not used in the game industry and have to find why
  3. Yeah!! It's working! Next time I'll be more patient, I think :matte-motes-big-grin-squint: (Anyways, what confused me was the ability to log in with an alt and not with my main)
  4. @Octavio: Yap, I knew about the scheduled maintenance (Yes, I've clicked the hyperlink in the error message :matte-motes-wink:) @Mikka So sad. After a lots of tries, I changed my password but, as you said, is not registering; I'm still using the old password in Aditi :matte-motes-dont-cry:. Maybe in a few hours everything would be fine. (Still cannot log in with this account but my alt connects just fine)
  5. Oh! Thank you very much! Then, it's just a matter of time. Thought that my inventory or something like that got bugged. (Two in distress makes sorrow less...)
  6. Since Monday, 10.30 or 11 pm PDT. I've tried with an alt and can log in in just fine. Then, I've tried that same region in this account (the one that cannot connect) and nothing, the problem persists. Also tried different regions (sandbox test, morris, cordova). I can connect without problems to the normal grid. Note: That Monday I was testing a shirt in the beta grid (a normal, default shirt; not mesh or sculpt). When I uploaded the texture that I was testing (4th upload, .TGA texture with alpha layer) and applied it to the shirt, the viewer displayed a message that I cannot remember right
  7. @DerpWolf That looks pretty nice! Gonna take a look at that. Thanks for sharing. @Astrid: Yeah! Flexies are flexies :matte-motes-frown: (I miss them) My idea is to use this just in clothes, like a fur coat or something like that. Btw, it's nice to have many options for the same "problem": Would love to mix all of them
  8. OMG Gaia!! I really was expecting your answer, because all of these was driving me crazy! Didn't know if it was my mesh, Blender, Avastar, the .OBJ exporter, .OBJ importer... Bleh Hopefully I will find some workaround, like working on a real symmetrical mesh and then transferring the weights to the "non symmetrical" (it is but for Blender is not )... Thanks again for your reply. Now I can relax a bit and think in the solutions and steps to change in my workflow.
  9. I see :matte-motes-frown: As I thought, the normal maps couldn't do the magic. And yes, I understood that your suggestion was for a fur ball with very "short hair" :matte-motes-big-grin-squint: In that case, of course, the normal map would be enough. The following example (mess) would be my workaround (have to test it in a "real" mesh): (some geometry coul be deleted here and there, but it is just an example :matte-motes-silly:) Orange and green geometry would have the hair texture+normal+alpha map applied. The "core" (the blue object) just the hair texture + normal map. If needed, I cou
  10. Astrid, One question (I didn't test it yet but one of my future projects will have these sort of detail): I use ZBrush too and I understand that you would use the normal map exported from it in SL to generate or simulate the fuzziness? Right? I'll put one example: Lets say I have a ball and I want it to have a "hair", 2 cm long (or more), perpendicular to the surface of the sphere. Does the normal map alter the geometry of the surface in a way that you do see the hair popping out of the surface? Because I thought it would only add the "illusion" of bumpiness, but if you look at the surfa
  11. UPDATE: Well, now I'm feeling the lack of theory that would let me understand what is happening. I've did some more testings with the "Test Box" and here are the results: 1) In 3DS Max I deleted half of the model, applied a mirror modifier and exported as .OBJ 2) In Blender: X-Mirror is working!! But ONLY with Topology Mirror deactivated. Tested the same with a symmetry modifier and works in the same way. Why did I do this test? Because, in the case of the first two models, in the first step of my workflow. I modeled only one half in 3DS Max, then applied a Mirror/Symmetry modifier an
  12. Thank you very much for the reply Astrid! Yap, you said it: it's is a good puzzle :matte-motes-confused: but I don't want to give up, yet. I'm going to try your suggestion. Dunno, maybe it works. At this point I don't know what to do, so every suggestion is welcomed. And as far I know, it is just an x-mirror problem, because the topology of the models seems right. Dunno, maybe has something to do with the gizmos/axis and rotation of the model before exporting? Thought was that when I found this post: http://blenderartists.org/forum/showthread.php?179518-Rigging-in-x-axis-(Blender-2-5)
  13. Hi! Well, for almost 1 week I've been facing this problem and I'm reaching the point where I want to give up; really, I don't know what to do. Probably it's a silly thing that I cannot figure out. Problem: On SOME models (.OBJ) imported from 3DS Max: 1) During Weight Paint, X-Mirror is not working 2) Weights are not applied symmetrically 3) Weights are applied symmetrically but X-Mirror doesn't work. 4) X-Mirror not working in "double sided" meshes, but do work whenI delete the inner geometry. Context and details: This is my workflow: ZBrush <> 3DsMax > Blender. I've decid
  14. Should be a way! :matte-motes-big-grin: but I'm pretty new to Blender and I still do that in 3DS Max. I mean: If I can do it in 3DS Max, I'm pretty sure there is a way in Blender PS: Sorry if I'm not giving you the answer or solution; but I wondered this myself, because I want to migrate to Blender asap. Edit: This is what I found with a quick search. I'll bookmark this too for future reference :matte-motes-bashful-cute-2: https://www.google.com.ar/#q=blender%20shadow%20map%20bake
  15. Hi Jaxon! As Astrid said, one way is to upload your normal maps to SL. You may know that you can get those in ZBrush using the Multimap exporter (normal, Displacement, diffuse, etc.). I only use the GoZ to edit the topology, UVMaps, etc. in 3Ds Max. When I have finished in ZBrush, I export all using MMExporter, even the .OBJ file. Once you have all exported from ZBrush, the other way, is to bake all the textures (diffuse+normal bump+displacement map) in maya and upload it baked to SL. In SL, the mesh without bump textures will look as your example: Plain with no details. With the baked text
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