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About imacrabpinch

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  1. 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!
  2. 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.
  3. 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?
  4. 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!
  5. 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.
  6. 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.
  7. 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.
  8. Can anyone point me to a place or tutorial where I can learn how to rig via data transfer in Blender? When I use avastar for pants, copy weights, and transfer weights from mesh body to garmet using the tools bar, anything around the thigh has to be manually separated...aka "stickypants". It happens with female dev kits usually. I see it happen to other people too, so its not just me. Since I prefer to weight each body (unlike some people out there), it leaves me having to go through this correction process for quite some time. I heard data transfer is a way to avoid this but no one ever elaborates. Any tips? Just trying to mainstream my process.Thank you
  9. Last night I spent a considerable amount of time trying to fix weighting issues in blender on a piece I made, and it still frustratingly isn't perfect, so it leads me to a general question for the crowd here. Does maya offer any advantages in rigging over blender? I have a student copy of maya, and I'm not sure if its worth learning. Just for some further details, I usually don't have an issue fixing any problems I run into with blender, but I do tend to always run into "this or that" unexpectedly. Main examples include - the model distorting slightly when in world compared to the look in blender and the sticky pants issue (when transferring weights for anything on the thighs for most models, the pants stick together where I have to manually weight paint to fix - takes about 10 minutes extra per body). The sticky pants issue makes me dread getting to the rigging stage of any pants. I heard there was a data transfer way to do this, but I have read up and still haven't figured that one out. Other issues I commonly work around - One of the popular dev kits I use always shifts upwards when I rig in blender version 2.79/avastar 2- so its common practice for me now to switch to an older version specifically for that one dev kit, then switch back. Also, manual weight smoothing (blur tool) doesn't work correctly in older versions of blender so I use the latest for smoothing. Then another issue is if I rig in an older version, I need to switch to the new version to export in A pose, things like this. What I'm trying to say is, I feel like I'm always switching back and forth versions, etc. I've heard of other people doing the same thing in blender, but I haven't heard of that for people using maya. Someone also told me that in maya, you don't need to worry about the posing of the avatar before rigging. In blender, its a simple convert to bind pose button - but this is still one extra step. A little rambling but I hope this makes sense. I'm 100% self taught so its always been a guess and test kind of mode I'm in. So, is there any advantage to learn maya specifically for rigging? Like I said, I've always been able to figure out any issues, but if maya offers any advantage, I'd learn it. Thank you!
  10. Just out of curiosity - what kind of niche clothing do you feel is needed the most?
  11. This is probably something unpopular to say, but I like how sl is non-optimized and laggy. If it wasn't, it wouldn't be the experiment they call sl.
  12. Sometimes I get that problem too, and I have to open the file up in blender 2.72 for it to work right. Also, play around with the "convert to bind pose" feature of avastar.
  13. Thank you for your advice. I've been following it, but use of the lattice modifier seems to take a long time to perfect, especially since the dev kits are T pose and A pose, leaving any sleeves to be rotated. Its been hard to tweak perfectly. I'm not completely satisfied with the results or method. I'm still a bit unsettled to this solution, because it may actually be faster to re-UV and rebake for every body at this point. - just wish I knew for sure exactly what the other 50+ creators who use an MD to Zbrush to 3D program workflow are doing.
  14. Thanks. I believe each lattice could be exported/imported in blender as well. I suppose I'll just need to work on using that tool more efficiently. What frustrates me is I think there is another way that is easier, but I haven't yet worked it out - probably because I'm a noob. I figured out I can triangulate a garmet - save and Import it into MD - shape it exactly how it should be ,100% accurate within 30 seconds or less- save and import back into blender - and then data transfer the UV map from one to the other (and because it was triangulated, they match). The new problem I have is the UV map, although looks like it should, is still not translating in the correct vertex order - and I feel like there is something else I could do to fix this but my knowledge limits me- frustrating. I should probably be on the blender forums to ask about these. For now, I'll continue to work on my lattice shaping skills. Also curious : Do you know if anyone on MP sell the "starter" lattice for each body? Thanks all for the help - just trying to learn as much as possible.
  15. I wanted to bump this due to conflicting information. When I ask around, I see many other non-experienced people having the same questions. I've been doing my homework (because I rarely ask lazy questions), but I really want to be able to make clothes for all bodies as efficiently and accurately as possible. Note, I have all the official dev kits I need. First of all, fitting to multiple mesh bodies seems to be a very common practice. I realize every workflow is different and there should be more than one way to do things, but I am still not crystal clear on the best practices of creating clothes for multiple mesh bodies. Here is what I know will work, but is not optimal: Simply create the garmet in MD and drape on each body as a first step - ensuring you are satisfied with your UV map. - then you can use the same UV throughout. The problem I have with this, is that it limits your UV map. I've seen at least a couple creators use this approach - but I like to use zbrush and remap into polygroups, etc so I can play with it later on more. What I thought I could do (but can't seem to) : Use the OBJ to garmet import feature in MD as a last step - drape it on the body I need, and export. - The problem I have with this is that the OBJ file seems to lose its UV map (no matter what settings I've tried). Also turns it to triangles initially, which can't seem to be quaded once back in MD - I can quad this back in blender, but it doesn't end up matching 100% (therefore can't transfer/link the UV!) - I could technically work this way and re-uv and rebake each one, but that seems very un-necessary and time consuming. The last resort - I find this an imperfect method - would be to simply grab (using sculpt tools) to fit the body kit in blender/maya. People have also said to use the lattice modifier, but I also have found this to be somewhat imperfect results - or maybe I need practice. I just really want to know how EVERYONE else is doing this, seemingly common practice thing. I know a couple years ago before mesh bodies, there was a mayastar plug-in that changed the size of the mesh garmet to fit xsmall, small, large, etc. - Is there a trick having to do with using the sliders? What am I missing?! Please help. Thank you!
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