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Ths scale works perfectly, so I don't need to reload the mesh, thx a lot !!
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Thx for this confirmation, try to minimize it ! Best regards
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Thx for your answer, I will try to scale it in Sl ! Best regards :matte-motes-bashful-cute:
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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
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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 :
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Wonderful, that's work ! Thx a lot and sorry finaly for this ("stupid") question.
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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 ..
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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).
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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 :-)
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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 !
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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.
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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 !!
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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.
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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:
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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 ??