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Spinell

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Everything posted by Spinell

  1. Wow.... Thanks for the huge help guys. It still haven't read EVERYTHING yet but the lighting tricks seem particularly interesting and might indeed solve my issue. The tests I was doing in the opening post have very very basic lighting set so I didn't think it would affect pixalation. So I'll play with that and perform my bakes on a high rez texture and the resize in photoshop. I've never heard of this neatest neighbour option, so thanks for that rip as well! I'll probably do my new tests during this weekend, when I have a bit of time finally.
  2. I often save node setups myself, especially when I had materials with particular setups like a nice gold texture, or a polished shoe. Well... after reading all of your awesome comments, I'm still a bit unsure on how to proceed to fix this loss of detail when baking. I'm going to search for some antialiasing techniques to see what I can find but I wish there was a way to improve this either in Blender, with the nodes setup, or by doing something in Photoshop before bringing the image into the nodes. And you say Maya users don't really get this problem? I'm starting to consider switching if it would get rid of this pixalated mess... (I'll save it for a last resort maybe)
  3. In Maya? So I have to fix the pattern image in an image software before bringing it inside blender? Or do I have to fix the baked image? I was hoping to get a nice quality bake directly from blender. (I use photoshop by the way)
  4. Hello everyone, I'd like to understand picture resolutions and pixelation when baking textures to meshes in blender. Here I have a very simple node setup where I'm using a repeating pattern texture onto an unwrapped cube. The pattern image is 2220X2220 and I'm baking onto a baking image that has the same dimensions (I'm using "combined" as baking option). On the left is the rendered mesh up close, where you can see the nice detail. On the right is the finished bake, where the pixelations shows. Here is the node setup: Could someone explain what is going on during this baking process that transforms the bake into this pixelation and what is the correct way to fix this? Also, I'm using a cube for this example since it's easy to unwrap but my goal is to texture clothing items so the unwrap is sometimes not as neat as this. Thank you all for your help and advice.
  5. Oh thanks for the tip! Very handy.
  6. I see, this is some great advice guys. It does seem quite an advantage to buy something that's omega compatible. and thank you for the comprehensive list of brands. I now have some orientation around this. I'll having a look at the brands and picking up some demos I might like. and I'll check out the fair too!
  7. Sorry, that got me a little bit confused. Omega are appliers, right? I would still need to purchase a mesh head. Or does Omega also come with its own head? From what I can find, omega is an applier but works with different brands of mesh head?
  8. How can I find out what's this new generation? Would you mind giving me the names of some of the heads? I'll also check out Lelutka, never heard of it. I was under the impression that Catwa was very mature and sexy which is not what I'm looking for. What about skins and makeup? They have to be specific for the mesh head right? Are there many creators making skins for Catwa and Lelutka?
  9. Hello everyone, I'm here looking for some advice from the fanshion-savvy. I've been thinking of getting myself a mesh head, mostly because of the expressions you can get with such modeling. I also use my own avatar for as a model for my creations, so I'd like her to look a bit nicer than she is right now. Before I invest an awful lot of money on this, I want to find out which head would be the most appropriate for my look. I go for a very natural beauty, ephemeral look, cutee young and innocent. My real-life model is Kiyohari, you'll be able to find some pictures of here quite easily. I'm not a fan of the "frown face" look so I'd like to avoid mesh heads who favor it. Let me know your opinions on the matter. All your advice is very much appreciated.
  10. Hi, I'm looking for someone who would be able to sketch and design the texture patterns that would fit my latest dress creation. This project has been sitting in my folder gathering dust because I cannot visualize the right patterns to texture this. I'm looking for someone who likes Lolita fashion and would be able to design the individual patterns to colour this dress: I've highlighted each piece making up the dress in a different color so that it's clear, but if you need, I can provide you with a mesh model in the beta server. The theme for the dress was Royalty/Aristocracy but I am open to your ideas as well. Please let me know if you're interested in taking on this project. This is the first time I will be hiring someone to work with me, so please give me a first idea of your prices so we can discuss. Than you very much!
  11. Hi everyone, thank you so much for all of your advice!
  12. Hello everyone, I'm starting this post hoping to find some professional guidence in a topic I've never been good on: texturing. I'm a mesh creator and I enjoy the 3D modeling, but I'm honestly quite bad at texturing and Photoshop. Since texturing is always the part that delays my creations to put them on the market, I'm considering outsourcing the texturing of my meshes to someone else. However, I realize before I can do that, I might need to prep the mesh in a certain way to give the texturer an easy time creating his part. So I don't know how this process really works. When I'm doing the texturing myself, I know the UV map of the mesh and modify it freely. So I'm wondering how should I prep my mesh in terms of UV, materials, etc, so when I give a model to the texturer for texting, he will know how to work with it. Is there a standard on how the mesh should be organized or how the UV should be displayed? Is it very flexible and should be decided with the texturer? I'm organizing my UV in squares/rectangles so that applying a flat "D texture is easier. Hope you can give me some pointers on working with texturers work and what I can do, as mesh creator, to help them on their part of mesh texturing. Thank you very much!
  13. I did. The store is huge but I couldn't really find these items. I'll try the notecard thing, maybe I'm a little lucky.
  14. Hi everyone, thank you for your replies. Chic, can you elaborate a bit more on your last suggestion? I didn't quite understand the step-by-step. Sorry for the trouble. And yes, the texture I'm using is seamless and tillable.
  15. Hello all, Does anyone know if you can still get these items anywhere? http://silveryk.blogspot.pt/#!/2017/05/lolita-collectionthe-secret-hideout.html They were created for The Secret Hideout and I missed the event. Good Lolita bonets are extreamly rare and hard to find, so I'm quite sad to have missed the opportunity to buy this. If they're still being sold somewhere, does anyone know where I could still grab some? Thank you all!
  16. Hi everyone, I was wondering if anyone had a nice trick to figure out how to align a pattern texture on the difference faces of a mesh. Here is a picture of the mesh inside blender, with the uv texture guide: Right at the middle there is a cut on the UV: So when I'm texturing my mesh in SL, I need to adjust the front and back faces so that the seamless pattern aligns. Sometimes this is easy, sometimes it isn't... For the pattern I'm working on, I've been trying to align it for almost an hour now and every time I manage to get one side of the skirt right, the other isn't working. It's a teasious job of finding the correct size and horizontal/vertical shift for each face. Any help is greatly apreciated! Thank you.
  17. Hello everyone, I wanted to ask if anyone know of a nice, quick way of modeling a UV map to a rectangle or quadrangle shape. My uv looks like this: I need to transform the two patterns on the right from their current shape into a rectangle-shape. Does anyone know of a tool that could help do this? I already tried the addon UV Squares and it makes a huge mess. I've isolated one of the shapes in a different uv map just to show the result: Any other ideas are very welcome. The only other solution I know is to straighten out the UV by hand.
  18. Hello everyone, I just got back to creating mesh and clothes for SL and I updated my old Avastar. Problem is that now I can't really find anything... After a lot of fiddling, I managed to find the button that lets you weight the mesh to morph sliders instead of just bone sliders (for fitted mesh). However, there are two sliders where this didn't seem to happen: body fat and torso muscle. All the other sliders are working fine. Example of breast size: Example of body fat not working: Does anyone know how I can proceed to fix this? I want my mesh to be fully fitted with all relevant sliders for the torso. Thank you very much!
  19. I absolutely love the two hairs in this picture: https://www.flickr.com/photos/snowchocobosl/28552456941/in/dateposted/ However, the creator of the picture didn't say where they're from. I checked her blog also, but nothing. Does anyone know where to get them? I'm especially interested in the ponytail. Thank you very much for your help!
  20. Hello everyone, I'm working on a dress that had some strips of fabric in which I wanted to but a specifc design in: I used to have everything in one single mesh object, with one unified UV map unwrapped, but I thought it best to seperate these parts, so here's how it looks: The pattern I want to inprint is a straight long strip with 512X2048 measurements. I thought this should be straight forward, but I can't seem to get the right mapping or texture coordinates to apply this image neatly.
  21. Thank you very much for your help Chic! Let me see if I got it: the resolution can be adjusted by checking the samples on the baking options and on top of that I can also bake to a 4096X4096 image. Is that right? I do have a question though, after I bake to a 4096X4096 image how do I take that and upload it into SL? Isn't the limite 1024X1024? Thanks very much for your help! And yes, my PC is goood but still takes me 30 minutes to bake. I'm used to it by now
  22. Hello everyone, I'm going to create some costum patterns to texture my mesh dress using photoshop. I want to use these to texture the dress directly in Blender using the cycles engine, manipulate lights etc to get the effect I want and then bake the final result onto the UV map to be used in SL. I wanted to ask what size should I make my pattern inside photoshop? I've had this problem before where the pattern I created looked fine in blender, but after baking it into the UV map and checking in SL, the pattern was blurry while in blender it was high res. I'm going on the idea that the issue was the size I chose to create the pattern in photoshop, so I wanted to ask if anyone has had this issue (am I on the right track assuming the problem is the size of the pattern?) or if this might be another problem. The final UV maps I export to SL are always 1024*1024. Many thanks to everyone, Spinell
  23. Spinell

    Fitting a UV map

    Hello all. I'd like to stretch out in a neat way a piece of my current UV map to fit a rectangle (or a square; I'm not picky): Any Ideas? Oh, I'm using blender 2.74. Thank you all in advance.
  24. Thank you so much for answering, Debby!!! ^.^ I'll try and meet up in SL tonight but I'll send you an email as well. I'm really looking forward to this!!
  25. Hi there! I'm an anime and manga fan, I also used to do cosplay. Right now, I'm a lolita in SL and I create fashion.Let's have tea sometime! ^.^
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