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FlashFuchsia
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Posts posted by FlashFuchsia
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Hahahah It's not 2,285 it's 2 POINT 285...
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Someone told me it's really hard to rez in aditi because they're always full, but this particular sim (Ahern) looked pretty empty.
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Well I never imported imported it back and forth from MIlkshape.
It looks perfectly fine in the preview and I checked the size with an avatar model from the SL forums and sized it to that back while I was UV mapping.
The upload fee is only 13L and it says there's a 2.285 land impact, but I don't know if that's a lot or not. The object is only 1706 polys. -
How do you select a face on the object if you can't rez it in aditi? I drag it from my inventory to the floor and it doesn't show up even though the region allows object rezzing.
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It really is. I save money on fireworks every year by just loading high-poly objects onto my computer. Different objects explode different colors too!
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Mesh hair, by default is always pretty high poly, since it's such a complicated shape, but it really shouldn't be ridiculously high. Extra detailed hair is nice, but it's not worth the payoff for having your computer explode in a fireball that can be seen from space every time you decide to wear the hair.
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I did everything in 3ds max. I simple use milkshape as a second preview to double check it's working since I don't understand the material editor in 3ds max at all. I think it's the .dae exporter though because I exported as a 3ds and brought it into milkshape, and everything is fine. The material name is "17default" which is what I renamed it to, and the texture is there.
How do you attach the texture to the mesh in SL? I think I'm just gonna do that since apparently SL doesn't like 3ds max very much. -
It's still showing up as pure white. I think it has something to do with the way 3ds max names materials, since it started out as "skin", then as "map #2" and then as "17 - default". I don't know if just changing the name in the material name dropdown box actually renames it or not.
EDIT: Okay so I think I figured out what the problem is.
WHen I export it to .3ds to test in Milkshape, it says it auto-renames the texture to something under 8 characters (since milkshape can only hands 8-character material/texture names).
I manually renamed the texture to something under 8 characters, deleted the object's current material, and created a new one. I loaded the image, and it shows up as pure white on the object, so maybe it's the fact that it's a png file and it's just being invisible.
EDIT EDIT:
I also changed the texture format from a 16-bit png file to an 8-bit jpeg and it loads perfectly in milkshape, but still not in SL -
Thank you so much! I'll try it out and get back in a minute.
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I'm using FBX exporter version 2012.0
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Hello,
I'm sorry if this has been answered a bazillion times before, but I'm working on my first mesh object (a simple unrigged accessory). I made it in 3ds max 2012, fully mapped it, and made a texture for it. I attached the texture to a material and it shows up perfectly fine in the viewport, but when I export to .dae and import it into secondlife, there's no texture.I'm not used to working with materials in 3ds max, since when I would create stuff for other games, I would use Milkshape to preview and attach texures, but Milkshape doesn't export to .dae. When I export it to .3ds and load it into Milkshape just to preview it, it comes up with an extremely distorted texture, like it's not reading the .png file correctly.
Here's pretty much my process in case I did something wrong or missed a step:
1. I loaded the royalty-free creative commons object into 3ds max
2. Used a symmetry modifyer on default setting just to make it easier to map.
3. Attached a checker material to see mapping
4. None/ugly mapping, so I pelt mapped it (since it's a really weird shape)
5. Exported map to whatever weird default format they use
6. Opened in photoshop, made texture, saved as png
7. Back to 3ds max
8. Next material -> Diffuse -> bitmap -> [texturename].png
9. Just picture in material editor, not applied on preview sphere, can't apply to mesh
10. 2-hour fruitless google search. Get same non-working process over and over.
11. Panic
12. Try again with 3rd material
13. Works, but now the other 2 materials plus the 4th material are checks of grey and my texture. Me: "wtf okay whatever"
14. Attach to model. Very purdy
15. File -> export -> askfhlakgh.dae. Don't mess with exporter settings because I don't know what they do
16. Fails to export texture
17. Tries again, works
17b. Saves as .3ds, opens in milkshape. No texture on material
18. Opens up beta grid, no texture on object, "textures" is checked
19. Another 2 hour fruitless google search, get mostly blender tutorials. Don't have blender.
20. Back to 3ds max, realize object is editable poly. Change to mesh.
21. Use "remove UVW" utility to remove all the materials from object
22. Try again with 6th material
23. Works, very purdy etc. No errors in exporting
24. In Milkshape, texture is really distorted and is covered in RGB nosie (my texture has monochromatic noise, though)
25. Back to beta grid. Still no texture.
26. Panic
27. Ask for help on SL forumsSorry if my post makes no sense. I really have no idea what I'm doing outside of mapping the object.
Exporting textured objects from 3ds max
in Mesh
Posted
Haha well I didn't know about having to use a utility too, so I'll try that, too