Jump to content

Dree Eames

  • Content Count

  • Joined

  • Last visited

Community Reputation

19 Good

About Dree Eames

  • Rank
    Advanced Member
  1. Some things you might try: Select the mesh that isn't contributing to the ao and: Check normals to be sure they aren't facing the wrong direction CTL A - apply location, rotation, scale If the "offender" has parts that are mirrored ,copied or arrayed apply the modifier . Shift CTL A and "make duplicates real" in the event the duplication is a linked duplicate. Note I haven't tested any of these, but they are easy enough to try and one of these might do the trick.
  2. I would also like to mention that while I absolutely agree it is ideal to make the UV's prior to mirroring or creating an array, I can imagine situations where one might make the UVs before copying, but yet later find that the original UVs are not optimum and one might then choose to rework them at some later point. So if the scene is complex and there are many and the parts are repositioned after mirroring the only reasonable option would be to copy the UVS.
  3. Very nice plane! Pam Galli kindly directed me to this thread. I have only a moment here to glance at the issue and need tonight to to absorb this thread where I'll respond tonight in more detail, but off the top of my head when you use the UV transfer on an item created by the mirror modifier you are not actually transfering from one identical item to the other. It's mirrored. So the result is unconnected UV faces. It took me ages for figure out why I sometimes had this issue and otherwise not. For example if you make copies via the array modifier you shouldn't run into this problem. I re
  4. Here's a helpful Blender Cookie tutorial on Youtube re: setting up Node Groups for your "library" of node set ups for append to future files. It's a very nice workflow because with node groups you are able to can rename the input "sockets" and make it possible to recall what the sockets are controlling and you can "isolate" the specific inputs that you would like to access and change such as textures or colors, etc.
  5. Thanks very much for the correction Drongle. I was trying to be helpful and I may have made things clear as mud. I completely blanked on the option to overlap UVs in the 0,1 UV grid since I rarely need that kind of resolution. It however a very useful option. In Blender at least, you can assign each island to a distinctly seperate texture to bake to (I'm wondering if that's pretty universal in all UV packages), so its possible at bake each islands high resolution AO texture for compositing without interference from the overlapping islands, (also assuming each overlaping island is also set
  6. I hope is clear that you can only upload a single UV map per mesh into SL. Second LIfe does not support multiple UV maps. Assuming you want to bake the ao textures, bake a normal map, specular map etc. for use in compositing within PS or gimp, you need to constrain your UVs within the 0,1 UV tile. And If you feel the lower resolution which would result from all these large parts sharing a single UV map is unacceptable you will need to break these items off as seperate objects and upload them that way as a linked group. As seperate objects, again, each of these individual mesh can have a s
  7. Some other options: Select the Ngon and then insert (I). Scale the inner ngon in a bit to create a border of faces and then remove the ngon. Then select the boundry edge and press CTL F > Grid Fill. (Note inserting is optional but it helps with shading. Now with the ability to edit normals this might be no longer necessary) Another option is to just select the Ngon and press CTL T which will give you a trangulated result that has less of those troublesome thin elongated triangles. Press F6 (or look in the left side transform palette) and toggle between the Polygon (means ngon) metho
  8. I think in this instance, where there are 5 star poles in the inner region the option to follow active quads won't work. I could be wrong. Another suggestion is to select the opposing boundry edges and "pin" them (shortcut p). Then check live unwrap and then boundry edges and straighten which you can do by scaling to zero along the perpendicular axis of each selected edge edge in either the x or y direction. The edges should straighten and the rest of the UV should conform. It can be tricky to do and without having the actual geometry to test this with, I can't guarentee that it will wor
  9. Drongle, This looks like a terrific info, thanks. I did note you opened with: "Blender 2.5 is out."....did you mean Blender 2.75?
  10. It's slightly interesting to filter the items list by "data block" and look at what's listed for images: If there are images in the list, but none in the UV view, each will show 1 user. You can check "fake user" and make User jump to "2" and if you shift click on "X" as described before over in the UV window, the user number on this filtered list drops to zero. Unfortunately I cannot seem to find a way to use this list to actually set this parameter to zero or to simply delete/remove the texture.
  11. I forgot to also mention that to correct the problem: Select all the faces and press CTL N to flip them to the outside. If you are having difficulty with some faces not flipping to the exterior, then you may have "non-manifold" geometry which can happen with extruding, where a face is extruded inside your mesh (non manifold geoemetry is three or more faces that connect to one edge). You can quickly uncover such hidden geometry in edge or vertice selection mode with SHIFT CTL ALT M and then delete the offending faces. Be aware that open boundry geometry will also be highlighted when you u
  12. It looks to me like your normals are flipped. If you are using blender there is an option to show polygons as doubles sided. I always turn this feature off so I can see more clearly if I've accidently flipped the normals. In the "N" Transform pallette, in the Shading sub-palette, check off "back faced culling"
  13. If I'm understanding the Blender manual correctly, it's difficult for Blender to actually determine that an image is unlinked and then automatically dump it when you save the file (like it does with unused materials that haven't been tagged with "F"/fake user.) Apparently "Image Views" are counted as users. I'm mystified by what "image views" might be and I'd appreciate it if someone could explain further. Quoting directly from the manual: Removing Datablocks As covered in Users (Garbage Collection), data-blocks are typically removed when they’re no longer used. There are some except
  14. I agree. Selecting each unused texture in turn in the UV window then holding shift while clicking the X to remove them followed by saving and reopening the Blend file has always been the way to remove unwanted unused textures. I find the process is much quicker when I then save the file with CTL S and then immediately click "Revert" from the file menu (note an little "double check menu" appears which is is easy to miss when you click revert) and Blender quickly replaces the screen with the revised version. This takes just a second and *poof* those unwanted textures are gone.
  15. Your creative use of mixed fonts, text size, colors, "all caps", italics and boldface has convinced me you are passionate about this topic. Perhaps every unhappy, unappreciated and underpaid ("U.U.U.") worker in SL could protest by shutting off their computer and finding a well paid job in RL. (file that under: "who's stopping them?") Or, alternatively, they might opt to spend more with their neglected cat. Personally, the vast number of participants in SL who have an interest in such an activity would eagerly D.J. for free just for the convenience of performing the job at home sitting
  • Create New...