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MiliMigli

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Posts posted by MiliMigli

  1. 5 hours ago, ChinRey said:

    That storage rack looks more like 1,000+ tris though. Getting that down to 1 LI without totally butchering the LoD is not for beginners. I assume the low and lowest LoD model use an impostor which makes it a lot easier but you still have to do some serious and intelligent reduction work on the mid LoD.

    Exactly that.

    So much information gleaned from a single screenshot. Methinks Chinrey has much experience in the design and construction of industrial storage racks for 3D worlds?  🤭

     

    High LOD model, 1282 triangles

    High_LOD.thumb.png.663cf3f91b98eebcb27387a3129c912a.png

     

    Medium LOD model, 668 triangles

    Medium_LOD.thumb.png.58509b425fca76debd1e75cc617d866c.png

     

    Low, Lowest and Physics model, 10 triangles

    LowLowestandPhysics.thumb.png.f651852e3f46713a8eec2baf352d3ae3.png

     

    Texture and UV's, with imposter images outlined in green

    651123293_textureandUVs.thumb.png.b5182875744280d0f4bf088d9728b3ca.png

    • Like 3

  2. Vendetta Fhang wrote:

    i already have that on as i stated earlier but its clearly not the problem. Not even my diffuse texture is showing up properly.

    Is it possible that you have more than one UV layout/map for your mesh in your 3D modeler? If so it sounds like the wrong one got used when exporting for SL.

    This would explain why the normal and diffuse are not getting assigned the way you intended .

  3. Too late now Spinell , you stepped forward for this. No going back, you try it out then report back to the rest of us and let us know if it it safe or not .

     

    Should be ok  .............

     

    Developer Meeting Notes: June 22, 2014

     

    By Bart on June 22, 2014 Blender Development

    The release of Blender 2.71 is expected this Tuesday or Wednesday, and preparations for 2.72 have begun.

    1) Blender 2.71 release

    • Final release is planned for Tuesday/Wednesday, unless a last minute issue comes up.

     

    .............. wonder what the "last minute issue"  was ................ Spinell ! ?

  4. I am not at all a specialist in texturing so if someone suggest a different work flow go with that  :)

    In Blender there are always so many different ways of doing anything. The following is just one way .......

    Create the texture in Gimp /PhotoshopLace texture.png

     

    Load the texture into Blenders UV Image editor and then unwrap the mesh and get the unwrap to fit the texture.

    The UV space doesn't have to be a square , I chose to make my example 1024 x 256. UV and mesh.png

    Finished.png

     

    After thought,

    If you make your texture seamless you could use a smaller texture size (256²) and and extend the UV's outside the XY space.

    lace 256².png

    Screenshot_1.png

     

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