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Randomquestionsaboutmesh11

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  1. Figured it out but don't want to delete the above post if anyone else has this problem. Right click the mesh > go into object mode > under object tools > under shading > hit smooth. This fixes the export to dae sl issue. Thank you for the quick reply.
  2. Whenever I export .dae (with the two check boxes on the bottom left for sl) and import it into sl the mesh triangles are “over exaggerated” making the object not smooth. I figured out the problem was due to the fact importing a .obj into blender 2.62 messes up the mesh triangles making them "unsmooth". To fix this I had to download 3ds max 2013 demo version (which will not work in 29 days) import it into it as .obj with materials on 3ds max. Then I had to export it as .obj from 3ds max and import it into blender 2.62 to “smooth” out the mesh triangles. Exported as sl only dae on blender 2.62 and imported into sl shows a *huge* difference in smoothness. Once imported this way I could edit the mesh in blender my way, “drag and drop” textures in world sl and the model would be noticeably smoother. The land impact and cost are even lowered because of this method. Is there a way to fix this in blender 2.62? I really like blender because of the weight paint to rig avatars and because it's free. The main problem is importing .obj into blender 2.62 messes up the mesh triangles and the fix could be as easy as a check box somewhere in the preferences I can't find.
  3. Have been messing around with blender for a few hours and reading guides and can't figure this out. If anyone uses blender 2.62 and has any information it will be greatly appreciated
  4. I am kind of new to blender 2.62 version, switched from 2.49b because the dae export would glitch every so often and not except bone heat on export. How would you make a material zone for the textures?
  5. I got a avatar model mesh in blender 2.62 fully rigged and working correctly/tested on the beta server. Is there a way to "overlap" textures into one "square" texture? The mesh is two different parts and has two different texture boxes. When exported from blender 2.62 as an .dae file it is one object in second life. I can even try and edit and edit linked parts but cannot because it is one "object". (Dragging one correct texture for the body works for the body but messes up the head. Dragging one correct texture for the head makes the head good but the body bad). Is there a way to combine my head texture and body texture together so when dragged and dropped on one mesh object in second life it renders correctly?
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