Zumeji
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Posts posted by Zumeji
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Saludos.
Hace unas semanas hice un cabello y lo subí a SL, pero a la hora de añadirlo al avi, la complejidad se disparó 9k, es decir, de 35k sin el cabello, pasó a 44.
Nunca me había pasado esto antes y si alguien que sabe del tema tuviese la amabilidad de explicarme o acercarme alguna documentación sobre los factores y la configuración adecuada al momento de subir una malla, estaría muy agradecida.
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As promised, this is the hair I did partially with alpha hair (I only did it in the bangs part)
I did it by duplicating the bangs and giving a masking to the one at the bottom. This is the result seen closely, very similar to the hair of the other creators:
This is a view from inside the bangs, where the part with masking is located. But you can see the details more clearly by seeing it in person xD:
My conclusion is that doing this type of hair is very difficult (for me it was) because you cannot duplicate all forms harmoniously. The more curves a strand has, the more it will cost to find a way that the masking layer does not break the layer with blending. And second, is that more resources of the SL engine are spent to have to process not one, but two hairs at the same time, there are also creators who put several layers of hair to "change the style" with a HUD.
I will continue using this technique, but as Kouki said, only in some parts.
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Thank you very much for your advice, it is exactly what I intend to do, and I hope, I achieved it (it is difficult to keep the polygons low when trying to make wavy hair xD)
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Right now I am designing a hair in blender with this way of superimposing two layers, one with blending and the other with masking. If I am correct and it comes out like these creators, then I will show you the result
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Then I was experimenting with this and these were the results that I obtained:
Here I took two mesh planes and superimposed them by micrometers, almost overlapping them
And this is the result
I also did it with 2 prims
And with 2 cones
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Sorry for my bad English (I use translator xD)
For many months I was observing the textures of these hairs and I have the hypothesis that they mix masking with blending in their textures. I put some examples where I can observe this mixture:
Dura's hair
Sintiklia's hair
George where did you go?'s hair
and, apparently, the hair of the Magika store confirms my hypothesis:
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Sorry for reopening this thread; But someone already discovered how to make full alpha hair ?. Because I think I found the solution
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Thank you!!
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Thanks to everybody.
I will download audacity and follow the steps ▶️⬆️
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I have a melody in mp3 format that I converted to wav format in order to upload it to SL, but it does not leave me, it tells me that the file is not PCM WAVE. I already tried several ways to convert the file and I'm not an expert on the topic. Does anyone know any page or program that converts mp3 files to wav and that SL accepts?
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I appreciate your response. That was my last option, but I think it's not the best, the edges of the images look very bad with the masking, they are not the soft lines that draw the ends of a hair, but I have no choice
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Don't matter. The dpi is useful if you want to print an image. What matter are the pixels: the more you have, the more memory texture consumes and slower the game becomes. It is therefore important to make small images and if it doesn't contain transparency, save it in 24 bits.
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Hi!
I have some doubts about the textures with transparencies. Mi ontention is to create hair with tufts drawns on a texture, but as they have transparencies, when superimposing some over others, the most common occurs: that they become opaque or become invisible.
I have been researching on the web and trying to study the hair that I bought in the market (how they manage to make textures with transparencies overlap without interrupting each ohter), but I can't find those results.
Some say that it is due to the viewer, others that it is to use PNG format instead to tga format. It can't be the first because I have many hairs with strands that do not become invisible when overlapping and I don't think it is the format since I use .tga.
This is driving me crazy.
Whoever has the patience and kindness to explain me, thank you very much.
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Está bien. Habrá que esperar
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Gracias por responder, también lo uso; pero tiene el esqueleto básico. Me faltó aclarar que quería hacer una animación bento.
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Alguien conoce alguna forma de exportar animaciones desde Blender a SL sin tener que utilizar Avastar?. Al exportar como .bvh el visor de SL no lo quiere leer. Gracias.
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13 minutes ago, Chic Aeon said:
I suggest making your texture at 2048 x 2048 and then RESIZING to 1024 and SHARPENING in some manner (different graphics programs have different methods so see what looks best to you). Also you can make the texture higher resolution to start out with. I use 300dpi so check what resolution your canvas is. Putting both things together should help. Good luck.
And yes, don't save as a jpg. It will become a jpg2000 (or something like that - I forget) anyway. So start out as clear as you can. Most folks use png I believe.
It worked more than good. I created 2048x2048 image and then converted it to 512x512 tga to export it. The results are perfect!
Thanks to all for the help!
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24 minutes ago, Madelaine McMasters said:
256x256 textures on the face are going to look awful. If you are working on classic system faces, you're never going to match the clarity of a mesh face. Mesh head textures carry four times (2x2) more pixels than system heads. If you are exporting 512x512 textures from an original 1024x1024 image, make sure you're saving out in TIFF or PNG format, as those don't suffer compression artifacts. The resampling algorithm used by your graphics program to produce 512x512 from 1024x1024 can also affect the clarity of the output. Look into that.
I'll keep it in mind. Thanks for the advise!
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Thank you very much for the information.
What I do is try the image in a classic avatar and then pass it to my mesh avatar.
I've tried 512 and finally 1024, but I always had the same problem. I'll try 256
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Greetings.
Some time ago I am trying to create makeup for the whole face, that is, with eyeliner, eye shadow, blush and lipstick in a single texture, but when trying it on the avi it looks pixelated, especially the lipstick.
I use a 1024x1024 pixel canvas because I do not want the image to be so heavy. But I always see how another creative makeup looks so sharp. I would like to know how they do.
Any advice will be welcome.
Thank you.
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Recently I tried to make a blouse with sagging shoulders and when doing the rig, the shoulders of the shirt sink near the bone. With no other part of the body does this happen to me. I tried to fix it by moving the mesh so that it is over the shoulder, but at the time of uploading the mesh does not count the arrangement I made.
Did the same thing happen to someone else? Is there any technique for the shoulder and braces rig?
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Hace poco intenté hacer una blusa con los hombros caídos y a la hora de hacer el rig, los hombros de la camisa se hunden cerca del hueso. Con ninguna otra parte del cuerpo me pasa esto. Intenté arreglarlo moviendo la malla para que quede encima del hombro, pero a la hora de subir la malla no cuenta el arreglo que hice.
¿A alguien más le pasó lo mismo? ¿Hay alguna técnica para el rig de hombros y brazos?
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Thank you very much for your answer.
Yesterday I getting the Worbench files, with that I have the life solved haha.
Ayuda con texturas para cabello
in Foro en español
Posted
Buenas a todos.
Esto me tiene desconcertada y no es la primera vez que me pasa.
Hice una textura que es esta:
Pero en SL me aparece así:
No le puse enmascaramiento ni nada, está en modo mezcla, ¿alguien sabe qué estoy haciendo mal?
Desde ya, muchas gracias.