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hellclad

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Everything posted by hellclad

  1. Thank you Cathy that seems to have mostly fixed my issue. But I still get these dark lines around seams. http://i.imgur.com/HG2tbVr.png I turned the fill to 3, but I feel it kinda made it look unnatural and mess up around some other parts, is there another setting I should try adjusting?
  2. Nope, it's only one sided, I don't mirror polygons until I'm 100% through with everything getting touched up.
  3. Nope, they're all faced the right direction, when I turned off double sided rendering still the same. :\ http://imgur.com/a/lD3TW with culling
  4. Unwrap : http://i.imgur.com/aEIKyfH.png No overlapping or anything, just doesn't want to cooperate.
  5. Bump, if anyone has any idea at all, please let me know <3
  6. This is something that happens when I try to bake AO using mental ray... http://i.imgur.com/N22JU01.png Not sure why this is caused. I've been going abck and forth between blender and maya to bake an AO but I would like to fully just be able to convert over to maya now. If anyone has any ideas or knows anything about this please let me in on it. Thanks for all the help everyone has been before on these forums too. Edit: http://i.imgur.com/xnMJWhU.png My mental ray settings.
  7. It seems I can never get anything to unfold propoerly or neatly when trying to lay my models down flat... Always leads to overlapping or things being unorganized and messy, I cant figure out the problems at all or how to get them to stop doing this... Please I need help. It's important. http://i.imgur.com/lQgd51U.png
  8. hellclad

    UV Deformation

    It's not something I'm using for working, it's something I'm using for learning, not to be a functional piece. Mainly trying to use it as a way to make a lower poly piece then have it redone into a higher poly piece to bake a nicer ambient occlusion map. I think I might have mucked it up myself to begin with and have found a way to fix it myself with a little bit of time Thanks though.
  9. hellclad

    UV Deformation

    So more questions messing around with subdiving and what not, working with triangle polys at start with sub division, and when I reseam and unwrap it with my AO I get this as a result. http://i.imgur.com/i26bFG0.png Anyone know what's up with this or how to have it you know... not do this? :D Definitely more things for me to learn ^^
  10. Thanks everyone, I did manage to get it all sorted and fixed. http://i.imgur.com/2iRHg6Y.png After touching up a bit more on my pillow design, got it all fixed and dandy. http://www21.speedyshare.com/2dTsY/download/Snapshot-014.png Thank you.
  11. In response - Size isn't an issue. http://i.imgur.com/PgtSiDJ.jpg It's only that small, poly count is reduced to 1600. Its not that big in Blender either. Will get a screenshot of that if I have to. Also, I use Blender as stated above. There's no resizing done, that's imported and dropped in. Edit 2 Changing physics shape to a simple cube got the prim count / LI down to 2, but it should be one. Is 2 atleast acceptable?
  12. I lowered poly count from 6000 to 1600... Still has a Land Impact of 10. Just read post above me, will attempt.
  13. http://i.imgur.com/owJVc3Y.jpg http://i.imgur.com/6FeTOxW.png
  14. I'm working on this simple pillow for an event and the prim cost is coming up to 13... Does that make sense for this simple small item? http://i.imgur.com/taUGbE4.jpg
  15. That is a nice trick, thank you for the pointer. My method so far has been just using solidify and lowering the thickness to a reasonable amount.
  16. Thank you, appreciate it. Suppose I need to really learn better weight painting then, next thing to look into.
  17. I get this in the uploader when I'm trying to upload something, I'm guessing it probably has something to do with the polygons. http://i.imgur.com/MtV5W6N.png which results in this http://i.imgur.com/wpdpugu.png it is a solid rigged item. It only does this when I try to upload it as high, but the problem with that is when I go to medium some of the polygons gets really distorted and stretchy and it ends up looking extremely bad. It is about 8000 faces on high, what would be a way to fix this? 8000 might be bad, but I just want this to be able to work should I run into this problem elsewhere. Edit: Also forgot to mention... Did look for the log file, found it, and there's just piles and piles of stuff in it so couldn't exactly find anything relating to this.
  18. It's literally everything about it. I don't know where to begin at all, there's a lot of explanations of what it is but nothing really I can find to help me actually understand how to use it.
  19. I'm stuck at a point where I need actual interaction with someone to help me solve the issues I have because videos aren't helping me anymore, it's complicated for me to learn things in that manner. If anyone that is good with rigging and weight painting through blender could take some time to send me a message and help me out I would be extremely greatful and do the best I can to try not to waste your time.
  20. It's fine and I appreciate the input and help, any chance anyone else has any or can elaborate more fully on those things mentioned about weight painting and such? I've really only been working on these things for a very short time so I don't understand 100% of the terminology or know all of the commands or shorthand inputs or tools for that matter in blender, but any direction at all would be appreciated.
  21. I've only been doing this and reading around for like a month - just got around to finally making something around to materilize in SL as an actual item, and I did rig it using avatar.blend + using ctrl + p and did the automatic and did with automatic weights. When I go into game and attach the said item to the Pelvis, they move around quite a lot, like a lot more than they should, bobbing up and down, etc so on so forth. Is there anything that I might have did in the upload options that might have been wrong? Item in question is some short boxers for female characters, it flexes and goes down extremely far when walking.
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