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BrookeCarter01

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  1. Salt this might be a lot to ask you but if you could do a personal tutorial video from step 1 to upload in sl of something very basic that has at least 2 or 3 faces colored on it like texturing sleeves differently then front and back of a basic t shirt. Then after you created it what do you do with each file what do you export it as in each area and your settings for each etc. Something very simple a to z then you upload in SL and the last steps you take there which I am aware of like applying texture spec and norms. Or if it is easier for you perhaps a notecard with the instructions on it. I can easily follow that along since I am aware of terminology n stuff. I would pay you for it of course video or notecard Please
  2. oh and I have been following your tutorial in substance painter that dress looks like something I had bought in SL I have a chain dress like that I picked up somehwere in SL so I guess you made that 😮 that's neat n stuff
  3. What has really been throwing me off and I guess it gets confusing when you have made 3d mesh stuff and try to relate that to clothing. in Blender we would map faces out and assign material to it even blank ones so you can just throw textures onto it in SL in world. SO creating a blank mapped off faces. When you are in Marvelous Designer and you save your obj file off with it's maps let's say right, how does the uv map know you want say 4 faces on the same top or something how do you map it out in Marvelous please? Or do you do that in blender to the uv map before rigging the mesh? Baking is for uploading so the textures cannot be edited after upload right so what I wanna do is just save the mesh off mapped faces to pass to my husband to do the texturing part he is better at that. My role is mostly going to be fixing his meshes and then rigging it he will either help create or just do the texturing. We both use our best skills when we work together But I figure it is good for both of us to know all the steps first then we can figure out who's gonna do what.
  4. I want to ask you couldn't we just use Photoshop for texturing rather then substance painter? And ty for links I will watch them been looking around for videos that guide you from creating mesh with all the steps all the way to upload in SL. My goal is to make great quality low poly mesh but with as little steps as possible.
  5. Thank you so so very much for this information it really does clear some stuff up. When I learned 3d mesh object creation like 2 years ago right, re topology was used to reduce poly counts so that you don't lose the main structural details or whatever. Are you telling me you have to retoplogy every single mesh item you create? Weight painting scares the hell out of me now to know that you need to retopo everything hmm not sure it's worth the effort it is a lot of work to create mesh clothes. I have a lot of respect for those who create their own and would love to do it from scratch. Not sure I have the patience lol. Now in Blender with 3d objects you can just reduce polycount by decimating it with one click in edit mode and removing lose faces and vertices with some clicks I know how to do that. Can't we do that instead of all this retopo stuff?
  6. I have some knowledge of 3d mesh objects creation and I wanted to learn to create my own mesh clothes for mesh avis in Sceond Life. I went through some creation tutorials and I got the jist of creating clothes and sewing and some buttons work and even pocket creations. One thing I had issues with trying to learn in Blender 3d mesh creation was texturing. I know you can only add 8 materials per mesh object. And I know how to map out faces for texture applying in Blender. From what I saw in Marvelous is that you can have the normals and uv maps and specular created in it. Here is my question(s): 1. Do you export the normals and uv's and Specular maps FROM Marvelous and upload that into SL? Or do you take that to Blender with the mesh OBJ and assign it there after rigging? 2. Can you re edit the uv map by picking more faces to a mesh clothing item and if so what does it do to the Marvelous designer uv image then? 3. It was my understanding that Marvelous does all the mapping and you jsut take in the mesh obj clothes to rig it to body types in Blender and import that into sl? 4. Are the ao's uv maps, specualars and normal maps that creators import to give out as full perm from Marvelous directly or from Blender? Any help creators can provide would be so helpful I have looked and looked for this information in youtube can't find proper information.
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