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LeiaMelo

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  1. Ths scale works perfectly, so I don't need to reload the mesh, thx a lot !!
  2. Thx for this confirmation, try to minimize it ! Best regards
  3. Thx for your answer, I will try to scale it in Sl ! Best regards :matte-motes-bashful-cute:
  4. Hello, I ask this, but Im' afraid about the answer, I uploaded my mesh inworld, but I realize I made a mistake on my uvmap (don't realize it in the beta grid :-() so, may be we can modifiy the Uv map of a mesh after upload ? Or I have to modify in blender then upload agin with the new uvmap (I guess this is the only solution, but in case of ... ) Thx alot
  5. Thx for your answer, but I try to unwrap and unwrap again, it's ok about that. In Blender, it looks pretty fine I guess :
  6. Wonderful, that's work ! Thx a lot and sorry finaly for this ("stupid") question.
  7. Hello, I don't if it's possible, but I try to join a rigged mesh I made with a simple cube (for a demo version for example) ... I can't join the two objects ... Someone did it ? I know I can make my mesh with a cube over my head, but I have to upload again the 5 mesh ..
  8. Hello, I made a mesh, then I texturised it, I want to make some square for a checked trouser final result. The problem is when I move, my square are stretched (only in one part near the hand) ... and I don't know how to fix that ! I try with the rigg .. but don't fix it .... I post a picture, more clear than my awful english (sorry for that).
  9. Fixed !! In object mode I made ctrl + A --> rotate and scale then the orientation of my trouser is good and when I upload in sl, the light on it is good ! Thx for the friendinvite and for the help :-)
  10. Oh, thx for the managing of this sandbox, I like it ;-) To answer at your question, the belt and the trouser are not connected, I made the trouser, then the rope then I join the two with ctrl + J in Blender ... So I guess, it exists some breaks !
  11. Of course, it's better with pictures, sorry for that. Here they are : As you can when I upload the mesh is not in the correct orientation, and as you see in the txo first pictures, the shadow are not the same between the shirt and the pant.
  12. Hello, that is a strange things which happens, I try to explain : 1. I made a trouser, try to fit as well to the avatar, and rigged it. When I click on it in object mode, the three axes are well oriented. All seems normal. I precise, I don't use solidify. 2. I import it in Sl, without rigg, no pb, the mesh is visible and ready to texturize. 3. I import it in Sl, with rigg, and amazing, the mesh is not visible, I have to flip all the normals, and the export it in collada again ... But the pb now is when I see it in the light the shadow aren't in the good orientation ... That make me crasy and i don't why, and how to fix that !!
  13. To be honest, I was lost after the second sentence :matte-motes-silly: As the level is high and my english not excellent, i had big difficults to tranlate it. But I don't give up and I'm sure, one day this discuss will be very helpful ! Big thx again for your help and your kindness.
  14. Oh my god ! So talented ! Great thx for this discussion, I'm not at this level, but it's very kind to share your knowledge :matte-motes-smile:
  15. A great thx for all thoses answers ... 30 K tri is very too much and now I realize it ! I have to reduce it ... and it's better for the $, the more you upload, the moer you pay ! Thx for the links, and the advise. But now, I have an another question, just curiosity, if you want to do a complex mesh, more than 21k tris, how do you texturize it ? I read the limit is about 66 K tris, but if you have a limit with the texture ??
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