Jump to content

Zakiel Windlow

Resident
  • Posts

    19
  • Joined

  • Last visited

Reputation

1 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  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 ago). Until I provide this info, my requests will remain on hold. Thanks!! *** Spanish version *** Hola a todos. Simplemente me preguntaba lo que dice el título: Alguien más con el mismo problema? Hace 12 días (comerciales) solicité un pago a mi cuenta de Paypal, por una suma de $160 dólares (no mucho) y aún está en proceso, cuando siempre sólo se demoraron 7 días comerciales, como mucho. Nunca tuve este problema y ahora estoy algo... "Preocupado". Ya contacté al soporte pero estoy esperando su respuesta. Así que eso: Alguien más con el mismo problema? Desde ya, muchas gracias =).
  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 now. But the point is that the texture couldn't be applied and the shirt was taken off (and couldn't wear it again). Since then, I couldn't log in. Could be an inventory problem? Could be that item/texture the cause? How come? It is just a normal shirt =S Thanks in advance. Firestorm viewer: SL Viewer:
  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 could deform the "cones" (3rd segment) but I think that with a well done alpha would be enough. The green geometry is there to "hide" the geometry/shape of the cones. After doing the modeling and UVMap, I would attach all the geometry (in order to have only one object) and model/deform it in ZBrush (using the transpose and move tools). I repeat: Have to test it :matte-motes-tongue; but it is the workaround that was in my mind for months and didn't have the opportunity to use/test it in an SL model yet. And I know that won't be flexy, that's not a problem in this case :matte-motes-big-grin-wink:, because it won't have a very long hair. PS: I saw this "concept" being used in the past with the flexy and sculpted prims; so if it worked back then, should work now...I think lol Thank you very much for the reply!! :matte-motes-wink: And to the OP too.
  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 surface, it would be smooth, with no hair popping out. I repeat: have to test it (I'm not in my PC right now). How I've planned to do it? Well, I would do the modeling of the base geometry, lets say "the ball" with normal map applied and then, I would add lot of faces arranged along/around it, with the hair texture (+ alpha map for transparency). Yap, a lot of work. If you don't understand what I mean -because of my English-, I would do it like the "old" prim hair were/is done : Sculped prims (my base mesh) + flexy prims (faces/polygons arranged around it). Another example are some flexy prim skirts, with several layers arranged one over the other. But I'll try the normal map in SL! I haven't played enough with it yet. Maybe it saves me a lot of work. (I'm coming back from a long "break" of SL and these Normal/Specular maps are kinda new to me; weren't here when I "left" almost 11 months ago)
  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 and jumped to ZBrush for the details. Now, this is when I feel the lack of theory: Why?? Why does it work with a mirror modifier applied before the export? Because, if you look at the model, it's the same (its topology) with or without the mirror modifier! Somebody can explain me this? Or link me some stuff to read abut, because in almost 4 years this is the 1st time I'm facing this problem u.u. I just wanna learn and understand what is happening "in the background". Thanks again in advance.
  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) Now, if you compare the local axis of the first 2 meshes with the axis of the test box, you can see that: - The first 2 meshes use the -X/X axis for forward and -Z/Z axis for up. - But the "test box" uses -Y axis for forward. Thought this could be the cause, but while I was writing this, I've rotated the local axis of the test box (to X forward, Z up) in 3DS Max, exported, imported, applied weights and nope, X-Mirror won't work. About the workflow of the first 2 meshes: 1) 3DS Max: Basic/box/low poly modelling >> 2) ZBrush: Subdivide and add details/texture >> 3) 3DS Max: Baking >> 4) Blender: Rigging/Skinning But, in the case of the test box, I've just created it in 3DS Max and exported as .OBJ to Blender. This would be the first step in my workflow. Maybe something changes during every step? Dunno, I'm just throwing stupid ideas in here :matte-motes-sour:
  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 decided to learn Blender just to try out the rigging/skinning tools (like Avastar) and, in the process, learn the other functions and tools that Blender offer. All was going fine, until I tried to import my second object to Blender from 3DSMax, when I started to get the problems listed before. What I've tried so far: From 3DS Max: 1) Exporting as .fbx/.dae: X-Mirror works but I get a model composed of triangles. This becomes a problem when I try to edit it in Blender. 2) Exporting as any other format supported by Blender: X-Mirror doesn't work. I've "played" with the export/import options in 3DS Max and Blender for the .OBJ, but can't find out the correct setup (if this is the cause). Really dunno what to do or what I'm doing wrong. Here some screenshots: 1) These are my settings for export/import. 2) This image is from 3DS Max and is here so you can see the local axis and the global axis (lower left corner). (This was the first mesh imported in Blender. The inner geometry was deleted.) 3) Imported in Blender. Did some weight paint with X-Mirror and is working (Note the the weights are not symmetrical, dunno why...) 4) Second mesh: Image from 3DS Max son you can see both axis (again): Local and global. 5) Once imported in Blender, X-Mirror is not working. Its inner geometry is still there. 6) Just for test purposes: In Blender, I deleted the inner geometry and the little piece of the back. You can see that X-Mirror seems to be working now. 7) This is my "test box": You can see that X-Mirror is not working again. 8) Second test: Deleted the top and bottom faces, making a hole. Not working either. 9) 3rd test with the "test box": Did the UVMapping just to discard "one more thing" and nothing, you know the result. Help? Any ideas? Is actually the inner geometry the cause of the problem? But how that explains, then, the results on my test box? I'm ok with deleting the inner faces but need to know for future reference if I need a double sided mesh. I know I can use solidify and copy weights, but that would mean that Blender can't handle double sided meshes? And again: My test box is not double sided and X-Mirror is not working :matte-motes-dont-cry: Thanks in advance.
  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 texture, you know, you can "simulate" all those wrinkles, lights, shadows. Edit: Added image: From left to right: 1) Mesh without any texture 2) Mesh with baked texture (Baked in 3DS Max. No bump or specular maps added in SL) 3) Only Normal Map applied in SL. 4) Diffuse map + Normal Map + some Low default Shininess added (so you can see the bumpiness )
×
×
  • Create New...