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NealCrz

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Everything posted by NealCrz

  1. I've noticed my mesh is not viewable beyond about 10-15 meters. Is that due to the high display value? If so how do I lower it as other values are in line it seems. Showing this sign i made as an example of the load.
  2. Good point. I guess it's more like facebook. I find it useful as do many of my friends as a way to communicate. Still not sure why I persistently get that message even when it's up across multiple browsers. Perhaps the Jira issue mentioned though as stated, I never get that on other sites. I appreciate that we have it an it's become a usueful tool. For me and many others SL doesnt exist as a free site, so a certain level of SLAs is expected, well hoped for . Its all good fun and I don't get too wrapped up in anything SL but I do spend dollars here lol.
  3. Down again or appearing to be down? I consistently get this error but can usually get on after a few tries. Clearing cache cookies etc does nothing. Here it fails across 3 different browsers, Safari, Chrome, and Firefox. No other forum I belong too has these issues from deep sea fishing to 3D creation.
  4. Thank you trying the normals you mentioned. Soft edges I'm assuming is a Blender setting?
  5. ok I redid i and same issue. I sent a PM on how I can send over the OBJ. Thank you
  6. Is there an Avastar OBJ for Zbrush, that I can use just to check my workflow and eliminate another variable? Thank you
  7. Gaia Clary wrote: The shape of the Avastar character and the corresponding Shape of your Avatar in SL are identical (well, almost identical to be precise). Hence if you see any deviation above 1% then something must go seriously wrong. In general everything should run smooth if following conditions apply: The shape used in SL has been exported as XML file The XML file has been imported to an Avastar character The mesh garment fits precisely on the Avastar character The mesh has been exported with the Avastar collada exporter If you still get stuck, please feel free to send me the blend file for inspection. I will either find the bug in Avastar or the missing link in the documentation. -gaia- Thank you. More likley my fault than a bug being new to it all. Re doing the work one more time. When i did the modeling of the coat in Zbrush and imported into Blender, the coat seemed to fit the default Avastar fine so I didnt import my shape into Avastar. I did use the Avastar collada exporter and then straight to SL. Blender 2.68 Avastar 1.0.873.
  8. If you want something thats a blast to use and integrates with Photoshop seamlessly, ZBrush by Pixelogic. Its more like molding with clay and I have fun using it. The automatic re-topology tool may be worth the price lol. Heres a sample of working in Zbrush
  9. I made this rudamentory coat based on my in world Avatar's shape I exported. Basically painted on a mask, extracted it, blew it up some and rigged it. It fits my shape ok and fits the Avastar as well. When i brought it in world its way to small with 70% of his body showing through. How do you go about sizing items? Some images so you can see what I'm seeing . Thanks,
  10. I've used it for clothes, household objects, and I made a mask last night. Nothing like editing the 2d texture and seeing 3d results. Can also edit directly on the 3D for clean up as the textures are not easy to follow always.
  11. Thanks a ton off to try those ideas. Getting closer now. This is a 1 prim and 10 prim version using lower LOD numbers like 400/40/4. Really appreciate the suggestions.
  12. Thanks do you get to that very low trinagle count by having low active points? I retopologized it down to 1300 and it looks very blocky. Working on the texturing to mask it. Thanks!
  13. Thank you working through those and learning . How do you set "a box with eight verticies" I cant find an option to set. I did try setting the item type under "Model Represents" to small item (hopefull that fixes the convex hull assumption) Set LOD low and analyzed Reducing LODs to lowest 40 and 4. Is that just typing in the number in the LOD box? Picture of the adjusted size weighting. Thanks again
  14. Thanks, Here are the screens. Been so happy something finally uploads have not mssed with these yet. lol
  15. Ok I dont get it. I redid it reducing active points to 6500 and blender reporting 13K faces and its still 51 prims when reduced in size?
  16. I appreciate any help. New to 3D modeling. I made this flower in Zbrush and it was 65K Active points and 26 prims. I wanted to refine it some so sculpted it a little in Zbrush, ZRemehed it down to 24K active points in Zbrush, textured in in Photoshop , exported as a DAE from Zbrush, Imported and exported in Blender. It's now 117 Prims and it rezes out like 15 feet tall I've put the relavent pictures in for any help please? :)
  17. mesh is such a journey lol , thanks
  18. Comparing only 1/4 of the file over 19 sections of descriptions differ. Dont think i can debug it all. Guess it will have to be part of my workflow to go through Blender.
  19. giving that a try. Thank you.
  20. Curious if anyone sees this. I create something in ZBrush and export to SL. I get object is not part of the reference model. I import to Blender, immediately export doing nothing to DAE and it uploads to SL fine. thoughts? thanks Neal
  21. Trinity Yazimoto wrote: Saraya Starr wrote: View from my dock.. Wow.... this is a wonderfull picture... colors, lights, shadows, reflects.. all is so nice and the view is so beautiful ! Congrats ! Gorgeous just like you sweetheart. kiss xoxo
  22. So happy I was honored to take you out looking so lovely . You make me look good Sara. lol
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