Jump to content

Faenzo

Resident
  • Posts

    8
  • Joined

  • Last visited

Reputation

21 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I also attempted exporting the GLTF file straight from Substance and the results were the same! Yes! Same results with and without reflection probes.
  2. They have been manually resized prior to being uploaded into SL, by "nice resolution" I just meant like really optimized to its best within the 1k constraints. But by looking at my textures in PBR they are looking like they're 256x256 with that level of pixelation, so maybe I found a bug!
  3. I have been having some issues creating PBR materials. My textures which are a nice resolution ends up like that inworld once applied to the PBR material. It seems like the textures are losing quality somehow, does anyone know what is going on or how I could counter this? I thought it could be something related to my graphic cards so I tested in two different machines with different specs and the result was the same. I'm exporting the materials straight from Substance on the GLTF specifications. The images are 1024x1024
  4. @ LINDENS As a creator for more than 10 years now who has been working with dev kits for different bodies for so long, I must BEG you to let us try creating clothes for the body BEFORE it is released. Because we have been working with horrible rigged bodies for a long time and nothing could be done because if the rigg were to be updated, all the custom clothing created for it would end being messed up and not compatible anymore. So it is ESSENTIAL that we ensure the body is perfectly rigged and tested with real clothing creators because listen when I say that this is what is going to either mark the success or the failure of this program. No one is going to take their time to rigg to another badly rigged mesh body. We're tired and done with that. So please, in the name of lord JESUS, let us try this before it is released. Do it the right way. I was one of the people who has been sending emails for years to Linden Lab asking for this feature because it would be a game changer in bringing in more people and keeping them in here, so just don't mess this up because this is too important. Thank you
  5. Could someone please update the thread on the development and progress of this function? Expected time of release perhaps? @Lindens
  6. The majority of the comments in this thread is nonsense that to me looks like pointless obstacles to the development of this feature. It looks good, it seems to work, it will be useful for everyone. Now, what's the status on this feature? What's missing, what's the current issues or bugs, what's to be developed yet and does anyone have an estimate of when this is going to be released?
  7. You're actually absolutely right. Someone has messed up the way the blur brush behaves on the newer builds of blender. Me and other fellow creators have noticed the issue and it's a huge inconvenience that no one else seems to pick up on. It's more noticeable with meshes that aren't plain or multiple meshes being rigged together like a coat with buttons. It almost looks like someone took the smoothing modifier that changes the topology and made a brush out of it for the weight paint tool, because that's what it does, it sort of space out the vertices through weights. For example, if I have two lines forming a seam "====", if I use the blur tool to smooth the weights affecting it, instead of maintaing the shape of the seam, maintaing the correct space between the two lines, the blur weight paint brush will space out the two lines, almost like the smooth modifier would on the mesh topology, which I think is awfully retarded, I don't know who did that and why but I wish someone would fix that because it's annoying to go back to previous builds just to smooth weights.
×
×
  • Create New...