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ZacharyArens

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Everything posted by ZacharyArens

  1. Yeah, that makes sense. I'll look into the AO maps and test out the difference, thanks
  2. Haha, it will take a while to get used to.
  3. Cool, thank you MistahMoose, I made the retopo, baked the normal map (according to ) and took it into SL to try it out.Next step texture, or would I add a specular map? I'll be focusing on clothing and attachments for now and don't see the point of an AO. When is a good time to rig and weightpaint, considering this may result in minor changes to the actual mesh? I would think it would be a good idea to do this after the retopo and baking of a normal map.
  4. LOL, I've made a couple of high poly models, that's the point. The modelling part is simple enough. I want to know what to do next and what order works best. As I've said, I've already taken a model into SL that came out as I wanted. I shared a screenshot with the Blender Avastar group and was told I should avoid the high polycount by using normal maps. An idea I like. I'm a conceptual learner, haha, I like planning and structure. Repeating the same thing again does not appeal to me. I'd appreciate some help with these questions or pointing me to where I can answer them for myself. I tried Google and have found many tutorials, but nothing that quite answers how these link together.
  5. I've understood the basics of using Blender in regards to the interface and general modelling from a few tutorials and find this fine. But I have a few questions as to what happens after and would appreciate some help. I'm using Blender 2.70 with Avastar to create clothes. So far this is the order in which I'm going as I understand, and have tried out: model the item, rig it, weight paint it, UV unwrap it and texture it. I managed to get a tshirt into SL that worked as I expected but using the viewer's own LOD settings. Then I wanted to create creases and ran into a few problems and confusion, suggestions including normal maps for the creases and also learning about creating different LOD versions (3?). I've been through normal map tutorials and understand the benefit in using them, however it is incorporating this aspect with creating LOD versions that I'm finding confusing. Say I am making a tshirt, these are my questions: 1. I begin with a basic tshirt model, create 3 different versions, each with more detail (it makes more sense for me to go from low to high, I've tried it the other way around and experienced issues). What does that mean? How much of a change do I get away with? From what I understood, I can subdivide and rearrange vertices for a smoother model. However this leads onto my next questions. 2. When it comes to sculpting creases in, should I only apply these to the highest LOD version using the normal map procedure? Or do I apply the normal map to every LOD version? 3. I assume I then go ahead and rig them, after which I weightpaint. Will my creases not be affected by weightpainting? Do I have to weightpaint each LOD version? 4. UV unwrapping would follow this. I have read to start with the low LOD version and unwrap that first, then apply subdivides for my medium and higher versions, so the UV map will change accordingly. What happens if I make more changes than just subdividing, such as rearranging vertices as I need, would that create problems in my UV map? (Relating back to Q1)
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