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pepper Mocha

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Everything posted by pepper Mocha

  1. I'm confused on the proper way to do transparent textures in Zbrush - from what i understand, black = transparent, but will these (black) parts of the texture display as transparent in SL once uploaded? Normally I make transparent textures in photoshop with a transparent background and save them as png, but zbrush does not support png files (on mac vers.) and i've tried other file types with transparent bg and it didn't work either. What process are zbrush users using?
  2. Thanks for your reply Nalates. To answer some of your questions: I'm using Blender 2.70, but I'm not sure where to find the version of Avastar I have - I'm using Firestorm version 4.7.5.47975, 64bit on Mac OS. I made the head originally in Zbrush and use Blender to rig and weight. At first, I did get an error message when I tried to export the dae. file, I don't precisely remember what it said, but it was about having unweighted vertices on my mesh so blender aborted the action. Afterwards, I tried again, and did not get the same error and was able to export, so I'm a bit confused. For the weights I tried two methods, copy from the avastar, and transfer the weights from an already rigged head. Both gave me the same result. I test the head without any animations playing, just the default and the head moves in slight turns to the right and left, like a click, almost following the movement of the eyes?? And yes, i've heard of project bento, :matte-motes-agape:
  3. I've rigged a head that i made in Zbrush and when i upload it into SL for testing, i noticed an error with the movement: the head seems to be moving when the avatar is not, its a slight jolting movement. What could be causing this error? I rigged it using Avastar in Blender and this is my first attempt so it's very likely i did something wrong :matte-motes-stress: but can't seem to figure it out for 2 days of trying different options, still get the same error.
  4. I am trying to rig a mesh head I made in Zbrush. Ive looked at several tutorials but couldn't find any that described the process of rigging a mesh head. before I attempt it myself, could those who are knowledgeable on this topic give me a simple guide to the steps involved so I could understand it clearer?
  5. Thank you arton, your list is helpful. It seems like all the other steps, except sculpting,are done in Blender? Do most people avoid making maps in Zbrush? And can texturing be done in Photoshop? Is this just a matter of preference or are there certain reasons, like Zbrush isnt as good for those steps? Also, I'm not familiar with a collision mesh- is that optional or dependent on what your making? In my case I'm doing mesh head and hairs, would I skip this step as well as the LOD models? Thanks
  6. I've been researching Zbrush to SL workflow but I see all the tutorial information i'm coming across is for the most part outdated. Is there anyone who could help me (in basic terms) to list what the current steps are now for creating a mesh in Zbrush and taking it into Second Life (or) direct me to any current tutorials? Programs I use/have- Zbrush: sculpting Blender: converting/weighting Photoshop: texturing Thanks
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