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Spinell

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Everything posted by Spinell

  1. Spinell

    RIgging Shoes

    Thanks for the tips. The shoe is a "dancing shoe" style, so acording to your suggestions, I don't have to rig it at all, which is wonderful. I'm gonna try and upload it, see how it goes. I only need some suggestions as o how to make a good alpha mask to hide some of the bits of foot poking out of the shoe.
  2. Spinell

    RIgging Shoes

    First time making some shoes that actually look good. XD The modeling is done. I was thinking of using a mirror modifier to get the copy of the other shoes, but I'm a little clueless on how to rigg this: Do I rigg both feet at the same time? Or do I seperate and rigg the right shoe and the left shoe seperatly? Also, should I use the bone weight copy puggin or is there no need?
  3. I've had problem with mesh deformation after riging around the shoulder area as well. Couldn't quite have a totally satisfying fix back to the original before-rigging look, but since it didn't look bad in SL, I let it slip. The way I sort of fix it a little was by applying weight on the shoulder bits that got deformed and it looked much better then and worked well with avatarmovement. I also note that I don't use Avastar. So... Have you tried messing a bit with the weights and check if it fixes the problem?
  4. Spinell

    Decimating

    Been working on my first hair mesh but... I need to lower the poly count and when I went to apply decimate, I got the non-manifold error. I deleted the doubles and go to select>non-manifold and... I have some problems on some strange vretices. I hit google for some answers and apperently there was a script for blender 2.4 that allowed to decimate even if the mesh was non-manifold. I wante to know if you guys knew of a similar script or pluggin for blender 2.63 or if you can offer any suggestions on how to decimate or lower poly count with a non-manifold mesh. Thank you!
  5. Spinell

    Fixing weights

    I'm in a bit of a sticky situation... So I have this mesh that's suppose to be applied to the neck of the avatar and I did the rigging, bone weight copy and then started testing the rigging on the testing grid. And this happens: I know, I know, the problem is with the weights. And sure enough, when I went into weight paint, I found this: This never happened before when I used the bone weight copy. Here's the problem: I don't know how to fix it! I tried painting it manually with the weight brush, but apperently I'm missing some nooks and cranes, because I still get problems, even if it seems I got everything baack to one colour (tries with all.blue and all-red). Can anyone give me a hand?
  6. I wanted to use them because a lot of custumers still don't use MESH-capqable viwers or simply dislike MESH. And yes, in the tutorial, we add two edge loops to the topography and the UV map doesn't get distorced like this. Any way I can fix it?
  7. I've started using the JASS-2 PUB for making some sculpties and since I'm used to modeling with blender, the only real problem is getting used to the UV mapping. And obviously, because I can't follow a simple tutorial, something wrong happened on the first sculpty. I'm following the Sculpted Prims III video from machinimatrix and following the instructions for building a bow. Everything was fine until I added two edge loops. I followed the instructions of the tutorial exaclt,y but the UV map got horribly distorced. Being and idiot as I admit I am when it comes with programs like blender, I didn't think it would a bit problem. Until I noticed I could no longer bake the sculpty map anymore. So, my questions are: *Why did the map get distorced after adding the edge loop when this didn't happen in the tutorial? *How do I fix this so I can have a clean square-like UV map that bakes properly and works on SL? Here a reference pic: Oh yes, one last detail. Despite following every step of the tutorial, when I wanted to add the edge loop, bender gave me an error about Multires, which I'd never heard before. So I located the so-called multires, clicked "Apply" and then I add the edge loop. Was this what cause the UV map to go buggy?
  8. HEllo everyone. I work on gothic victorian fashion for women and I haven't put out much yet. I wanted to do a bit of research inside the SL community to get a better feel of what my costumers may want out of me. So, I'd like to know what sort of simbolism, colour choices and even types of outfits would you associate more with the term" gothic" or "gothic victorian"? If you could give me your opinion, I'd be very greateful!
  9. Didn't kniw you could get this in free version. I skimmed over the details, but couldn't quite understand: does the free version include some sort of script for transforming meshes into sculpties or just the full-price version?
  10. Something strange is going on here... I'm using blender 2.63 to make a very long dress. I've modeled it a little loosely around the avatar's body because I wanted to make cloth simulation so that ti woild fall over the avatar and drape losely over it, for a natural and realistic effect. But for some reason, this doesn't work. Instead, the shoulder straps of the dress don't fall down to meet the colision of the avatar's upper body, but instead inflate and gp UP instead of down. The same thing goes for the bottom from of the dress, that simply rises up from one tip of the fabric and stays like this. I have no idea why it's acting like this, but I do know that cloth simulation is tricky: I've used ir a couple of times already so I know it takes some tinkering to get it to work properly, but this never hapepned before. The dress literaly inflates instead of dropping smoothly onto the avatar. Do I need to change the modeling? Is there some option I need to enable? Do I need more edge loops?
  11. Spinell

    Missing Mesh

    Someone told me in-game that it might be because I was just working with too many faces on my model. I seperated the dress from the details and indeed, the dress showed up fine. I guess the details are just too heavy; I might have to re-do them... By the way, could anyone tell me a limit of paces or vertexes that SL can handle in one single model upload?
  12. Spinell

    Missing Mesh

    Ok, so I decided to just delete the materials (didn't need them anyways) and tried again to upload. No luck. Dress still invisible. Any other ideas about what might be causing this?
  13. I'm in the exact situation. I've been working with blender 2.63 for a while now and I want to make sculpts only to find out I had to pay for a program. Isn't there any way to make sculpts for free using blender? Perhaps there's a program where we can import files saved in collada, 3D studio, wavefront or any similar extension, and the convert those into sculpties? Is there no way to model sculpties for free?
  14. Spinell

    Missing Mesh

    Yes, it's transparent in the uploader preview. I couldn't find the option to highlight transparency though...
  15. Spinell

    Missing Mesh

    Two materials: one for the main part of the dress and another for the details.
  16. Spinell

    Missing Mesh

    Hi everyone. I've made my first mesh dress, with some details and it's all one single mesh object. It's also rigged. When I go to upload it, for some reason, some of the parts of the mesh are missing. In this case, the dress part is missing but the details are uploaded. Again, in blender I have this as one single mesh. Same thing happened with a pairt of shorts: this time, some details were missing and large chunks of the shorts weren't there, leaving gaping holes. Same thing: one mesh, rigged. I tried recalculating and inverting normals, but it didn't do a thing. I don't know what's causing this. Could someone help me fix it? Thank you!
  17. Spinell

    Need more help

    I found out that if I re-locate the origin of the cirve to another point on the curve itself, the array on the mesh works much better, but it doesn't work all the time. This certainly has to do with locations and ritations, but I haven't found a sure, full-proff solution to this problem. Usually, I manage to get things working by hammering on the steps and redoing it over and over again until blender decides to cooporate, but again, it doesn't always work. I'm glad to know you also had a few bumpy rides with this, Ash. I thought it was just me and my learning cuve.
  18. Spinell

    Meshing trousers

    Oh, cloth simulation in SL.... what a dream. Actually, rather than cloth simulation, how about implementing gravity first? Because SL basicallu has no gravity; you can have flexi prims but really it's just an indication of what's the ground and what's up. But really there's no real gravity.
  19. What about transfering prims and models that have already been created/uploaded in the main grid to the test grid? Is that possible?
  20. Spinell

    Need more help

    I hate to ask the same question over and over again but... I need some more help fixing the array/curve modifier. Even after using this so much, I still get bugs and twisted meshes most of the times and when I do get the desired effect, it seems it was by luck only. So my current problem is: following the tutorial that Ash made (http://community.secondlife.com/t5/Mesh/Figuring-some-details-out/m-p/1579323#M15390), I get the curve I want to use ready, place the origin onto the curve, all neat. Then, I go and get the ruffles I had made some weeks back and use the Append function to bring them over to my current blend file. I make sure to plave the origin of the ruffle mesh on the tip and then allign that with the origin of the curve. So everything seems ready to be beautifly multiplied in a circle. But when I apply the array and curve mod (array first on the stack, curve second), I get that two problems: 1. The ruffles mesh gets rotated a strange angle 2. The array modifier doesn't follow the path of the curve, even if I move it up the stack. It keeps multiplying in a straight line. I've tried using CTRL+A and applying rotation but no use, it fixed nothing. I tried every other opetion in that very same menu, to no avail. I have absolutely no idea what I'm doing wrong and I want to know so that I can correct it.
  21. Since we're talking about the test grid and costs, I'd like to ask a question that's been bugging me for a while now. Prim things that create on the main grid don't get transfered to the test grid and vice-versa. Is there a way to change this? Because sometimes I'm doing some testing for a partial mesh outfit, but then I remember that the prim skirt I spend 30 minutes building was left on the main grid, so I'm left with no choice but to upload the mesh model in the main grid to test it properly with the skirt, and therefore waist real money. Also, since I'm not using the standard size models for my mesh cothes, I need to upload 5 different sizes of the same mesh, costing me a lot of money. If there was a way I could do that on the test grid and then send it to the main grid inside SL, that would save a lot of money.
  22. Spinell

    Meshing trousers

    This is my first time doing bottoms on blender, and I have a few questions concerning the physics of this. I'm making an underwear combo, and I'm working on some puffy bloomers. And as I make them puffy, they of course colide with each other. Now, I will model it so that it looks fine, my concern is with the rigging: when the avatar moves in SL with the mesh on, will the mesh addapt so that it won't collide and intersect with itself? Or do I really have to model this so that, in a walking cycle, it doesn't colide?
  23. Yes I can make mesh, but I'm not sure if my custumers would like the combinations of rigged mesh on top and flowing flexi-skirts on the bottom. So I was looking to make everything out of flexis, since I've seen it can be done. Could you give me more info on the alpha? I'm not sure I understood the details.
  24. I've seen some dresses for sale on the marketplace that manage to immitate some real-life draping: they manage to make an underskirt and then put on top a round-ish piece of fabric with a rouns opening. Something like this: [IMG]http://i629.photobucket.com/albums/uu14/nakuru90/dark%20lolita/gothic_lolita_263.jpg [/IMG] I want to know how do they do it: is there a way to cut the end of a flexi prim t have that rounded shape or do they do it by texture? How do they make the texture ands plan the curve? Any help or ideas you can give me is welcomed.
  25. Spinell

    Programme Zbrush

    I was surfing youtube for videos on modeling mesh, and while looking at some Blenderella videos, I found a modeling "tutorial" showcasing a programme I'd never seen before: http://www.youtube.com/watch?v=1mKMg1ovUDo&feature=related The uploader was not english, but I managed to fortunately find out the name of the programme as Zbrush. From what I could see in the tutorial, it can do some very neat stuff, taking pictures, slaping them onto a model, and from what I could tell, almost painting onto the model to automatically create a mesh. Very impressive. I've been thinking of givng this a try to see how it can help with maiking MESH clothes for SL, but first I want to get an idea of things: how many of you have seen this programme and how many have tried it? What were you opinions of it? Is it reletively easy to use? Are the tools goods, limited, too advanced? What about formats: can you easily save the mesh files in a way that SL supports its download? Tell me anything you know about this; I liked what I saw of the programme but I'm still a bit fresh on mesh creation. I use blender 2.63 and managed to learn its tools and become friendly with it, despite the horrendous learning curve, so if Zbrush is a bit easier to learn then blender, I should be able to pick it up. Tell me your thoughts! ;)
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