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InsaneXade

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  1. Im a new DJ you cn contact me in world, on InsaneXade or Coolega, which is my DJ avatar
  2. After a lot of trial and error involving a salad, fork, dressing and chex mix, I finally figured out how to combine the UV maps into one without losing irreplaceable data. Export as obj and import it back. All maps are combined but the groups are completely washed out. Fortunately I make multiple backups and have a version with just my weights to transfer to other versions. Now I have a complete object with all UV maps overlapping the way Sl likes it. Now that's over and done with, I need to get down to the down and dirty on how to make an applier for my mesh body so that it can wear other clothing besides my own. I also plan on having a fit mesh version. Is there a problem with fitmesh?Personally I love fitmesh but I showed off my beta testing body to a friend and she sent back a rather disturbing image. Is there a workaround with the polys going crazy or is it just something I have to put up with?
  3. Each object in Blender becomes one mesh prim in SL. If the uploaded model has multiple objects, they will be uploaded to a linkset (or a coalesced object if they exceed the linking rules). I did notice that. happening Each Blender object can have up to 8 materials assigned to its faces. The collection of mesh faces assigned to each material becomes a "face" in SL. The naming of the materials is ignored, but their order determines which corresponds to which face number in LSL scripts. Ok, this is where I often found trouble with while uploading my mesh avatar, and indeed my mesh clothing. This is why I went with the objects/linkset option but that did not work out well, since it left visible creases. Although an object can have multiple UV maps in Blender, and in Collada, the SLuploader will only use one. Therefore you have to ensure that the right UV map is exported (most simply be having only one). This means that the UV mapping for all materials must be included in the same UV map. It does NOT mean they have to be non-overlapping, as the parts used for each material will be used in isolation for the texture applied to the corresponding face in SL. Making the UV mapping of the materials non-overlapping wastes UV space and limits obtainable texture resolution needlessly. Let me get this straight. Only one UV map is used, and the UVs can and should be overlapping, which can be done by selecting the polygons and unwrapping them as if they are separate objects for maximum UV effency . The SL faces are the texture maps, who's names are discarded in favor of face 1, face 2, ect. Up to 8 of such faces are supported. So I could have the head, body, legs, plus 5 more faces. Now, how do I find the face number? Also, how would I go about combining my UVs in Blender? When I join meshes the 3 UV maps are also combined, as separate UV maps on the same object. I worked extra hard to get the the UV maps sl compatible and do not wish to loose all that hard work
  4. The applier is just a fairly standard texture changer script really, any half decent scripter can make one of those for you once you have the mesh divided into the faces you need. I need to find a half way decent scripter, instead of one that constantly refers me to a page that I cannot understand, nor will he take the time to "sit" me down to explain how do deciper it. I seem to havdd a slight scripting block but if I could find a good one to set me up with an easy to use texture changer script without charging an arm and a lg that would be ideal. Be very, very careful how and where you spend your tris. Mesh bodies are extremely laggy and it doesn't take more than a few of them at the same place to turn the scenario into a hellish mess of half rendered and dismembered bodyparts. You need to make the mesh a simple as possible while still maintaining the resolution you need and also - just as important - keep the LOD high enough. (I often wonder if people who go to crowded places wearing a ton of alphas and high poly meshes realize how they actually look to everybody else - and if they care). My body is quite light on the tris, having only enough to animate and detail well, example, the hands, feet, joints, face and breasts are the densest part of the model while the legs and arms themselves have enough detail to shape well and that's it The clothes layer are textured faces right on top of each other. Make sure there's enough room between them the textures won't interfere but not so much there are visible gaps. Clothes layer? you mean the mesh clothing, right? Yes, I do know that you got to have the clothing close but not too close and far enough away that there is no gaps. I am an experenced 3d modeler I played with 3d as a hobby for quite a while Try to make your UV maps - and your appliers - as compatible with existing ones as possible. A few months from now there'll be dozens of mesh bodies on the market and there's no way skin and clothes makers will be willing to create custom textures for each and every one of them. Lucklily a friend saw that I needed to redo my UVs to match SL standard so I quickly altered my custom UV maps to match. My model can wear any second life avatar texture well. All I need to do is learn how to make a custom applier and add a nice hud for the user. When I listed myself as a new mesher, I was meaning new to SL mesher. I should also note that the body is a fit mesh and will fit realisitcally over the secondlife body, and react to sliders, alowing the user to still keep their custom body shape. Currently I have a cheap full perm texture that does not do my avatar justice that I bought. Major Questions Can anyone help me make an applier, or teach me how to make an applier? How do I name the faces? Are the faces just the names of the texture slots or UV maps in Blender? Currentlly I have the body set up in linksets, example, the head, (not used) body and legs are all linked together. However I studied the slink avatar demo and noticed they do not have it in a linkset. I tried to add the faces as texture slots and UV maps ut that doesnt seem to work. What am I missing here? .
  5. Hello, I made a mesh body and tried to figure out how to make an applier so that I can apply alpha maps and the like to it but I either wind up buying the wrong product or am am simply not knowlegable in SL to know what to buy. Can anyone tell me what to look for or point me in the right direction? A lot of people told me that they like my meswh body and would be interested in buying it but until I learn how to create texture and alpha appliers I cannot get anywhere with it. Being able to add shapes to it would also be nice but Id be happy with the texture/alpha.
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