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imacrabpinch

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  1. so are you saying to upload closest to ground level instead of a skybox?
  2. I've noticed an issue that has been ongoing for quite some time. I've validated that the issue isn't only me - as it happens to other creators as well. After a great deal of time rigging clothing on the beta grid, I later find out that in main grid the rigs are just a little off - causing clipping in places that were not clipping in beta grid - same shapes, same mesh, seemingly same weights. Is anyone else aware of this issue? Is it being worked on? Do certain sims on the beta grid do a more accurate job? To continuously have to fix rigs costs in both linden and time. Any workarounds? Thank you.
  3. How would one go about creating a BOM Head and / or body so that system skins could be used? My initial route is to simply sculpt and reshape the default SL avatar (that contains original UV maps), while trying my best not to crazily distort the UV. I am assuming the topology of the new mesh would have to match the original? Or is there another way I'm missing.
  4. To get this effect, once the product is finalized you scale it up (the fattening/inflate scale) ever so slightly and set the transparency of the 2nd one to something like 50 or 60, or whatever looks good. You can do this in world. With that in mind, since you are doubling the mesh, try to have the base mesh be reasonable in tris count. There are some designers using fibermesh from zbrush, but the polycounts get way out of hand really fast - like a 600k poly sweater that people have been wearing lately.
  5. Thanks for your help! Took some time, but I think I figured out something I can work with. I was able to bake the diffuse using the transfer maps feature (under texturing), just had to bring in my low poly model. I couldn't figure out turtle, as the tutorials and documentation all pointed towards a texture baking editor which I can't seem to find in 2019.
  6. I can probably put in some more hours to figure out the answer to this, but I thought I'd ask here. You sir, have helped me a lot. The node setup works great in the render view-port, but I'm having a problem getting the effect to show up as a baked 2-D texture. What am I missing? Here is a super quick snap of the 3D viewport using Arnold: Here is what I'm getting when using Arnold's bake to texture feature (the front piece): It's only showing the right most color, not the full ramp effect. Mind you, I haven't refined it to as I want and they are very quick noisy renders, just trying to get the concept down. Also, I've only been in Maya for about a week, so I'm sure I'm missing something key. I'm using the same node setup as you had posted, with the exception of adding aistandard in place of the lambert, but I was getting the same result with lambert. Any tips or clues? What am I missing? Thanks!
  7. Yes, a laptop costs more and may not last as long or be as up-gradable as a desktop, but you can find some deals and the difference in performance doesn't have to be that bad here in 2019. A lot of people stick their nose up to this, but I'm a big fan of Dell outlet for deals on laptops so I'd recommend to check their stuff out. Anything with a GTX of 2060 or 2070 should run SL fairly well. Even cheap laptops aren't that bad anymore but may not handle advanced lighting settings. Check out this website: http://forum.notebookreview.com/ as theres all kinds of information about laptop reviews and such. Hope that helps!
  8. Not to dig this back up, but maybe you could help. I have been trying to evolve my bakes a bit with a combination of things. The problem I have with most HDRIs for clothing is that there is uneven light on say, the back or sides compared to the front. Any recommendations on where to find an HDRI where the lighting would be even around, while still giving off shadows similar to the picture the OP posted? Note: I typically use cycles and I don't use Arnold (so its been effort to experiment without full knowledge of it), but I've been tinkering with Maya and the thought of switching completely over. I know there may be those large pre-built in lighting domes and I wonder if those give the same effect? Thanks
  9. Sure. I forget exactly what I was doing with data transfer, but there was a way to change the distance of which it copied the weights, so that the "sticky pants" didn't occur. However, an even better/easier method for me is to use the "convert to bind pose" function in Avastar and then locking the bones in place. I've had pretty good results like this. Here is the video tutorial that I took information from. It doesn't specifically mention our sticky-pants problem, but I was able to extract the information to apply it to our problem. Hope that helps!
  10. I've been reading through this thread and im kind of confused about some of these responses. Um. What? I know you can autorig from MD for the sansar avatars, but what else is there? Avastar helps but I wouldn't call it an autorig. Oh, and to the guy who can't walk in the house ... Did you change the physics type from convex hull to prim? I know it's a little like asking, is it plugged in? But this is often the solution. Overall though, to build houses just learn your 3d program of choice. Use additional programs to help fix problems. Learn how to line up vertices to be precise, or snap tool. If you want, you can use prims in world and then convert it to mesh. Nothing fancy. There are very nice houses built this way. The hard part is puzzling out the uv map and figuring out how many textures you're okay with using and or baking.
  11. Thank you for this. Helps. Thank you kind stranger. That magazine/book - golden. I'll read it all. The seam texturing - very useful. Anyone else care to share their (general) texturing workflows or leave a clue?
  12. Can anyone else contribute to this? It is a second life texturing forum, and I asked a pretty basic question on texturing. I understand many of you are very into optimization, but I didn't ask about optimization. I know sometimes they go hand in hand, but that would be another post. If you are reading this, what do you make, and what is your texturing workflow? Everyone is different, and that is fine, but I'm just wondering what an average workflow would be from someone who creates decent looking items. For example, one thing I learned that has helped me a lot, is that I can just take screenshots of substance painter instead of baking it all out. - what a time saver. Any other tips, or experience, or anything? Please. Thank you!
  13. Thanks for the reply :D I was looking more so for actual techniques and methods, as I'm already aware of optimization. However, I suppose digging up more info about Skyrim and Fallout couldn't hurt. Since my original post, I've been increasing my knowledge and changing up my workflow considerably - with just a couple little things making a visual difference. Only so many hours in a day, and so much to learn - I just wish there was more content available that was specific to the sl workflow.
  14. Hi everyone. I came to this section of the forum to find as many texturing resources as possible, in hopes to step up my game. I'm looking to learn and improve on texturing techniques. My current texturing methods involve using blender cycles rendering, substance painter, and photoshop. I use zbrush as well for high to low poly workflows. Most of all, I find myself struggling with texturing realistic denim. I feel like if I could learn how to texture perfect seams like some of these stores, I would be on a good path. I can get the mesh looking good, but I'm just lacking that IT factor that I find from some of the big stores. The use of sculpting stitches doesn't seem to do it and substance painter also seems s little off. Maybe I'm missing some photoshop technique? Of course, when I attempt to reach out to these other creators they are either tight lipped, silent, or simply don't know because of outsourcing. Any recommend resources I could read or watch up on? Don't be shy, as I would literally read an entire stack of books if it means improvement. Thank you and its very much appreciated.
  15. As the title states, data transfer weights is what I wanted. I figured it out since the original post. Thanks anyway for anyone with good intentions of helping.
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