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DulceDiva

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Everything posted by DulceDiva

  1. DulceDiva

    Baking normals

    Hello. I seem to be struggling when it comes to baking normals from a high poly mesh to a low poly mesh. The reason: no matter what I do, or what tutorials I follow, I cannot get a good,high quality result (my finished result looks messy). I tried baking normals in both Blender & Substance Painter. So my question is...if I bake my high poly mesh separately and then use it's normal maps on my low poly mesh, will that work on the same principle?
  2. @Fluffy Sharkfin @Frionil Fang @arton Rotaru Although I couldn't understand 100% of the topic discussed (as I am beginner ), I believe I will at some point once I get some experience and better knowledge with Blender, UVs, Baking textures and Normal maps. I'll bookmark the page so I can have it handy when the time comes . At the moment, I'm just creating stuff step-by-step based on what I saw people do in tutorials when it comes to creating meshes 🙂
  3. Thanks for taking the time to share the info! Much appreciated
  4. I'm using dev kits for mesh bodies. Feet come as 'High', 'Low', 'Ballet', 'Mid' etc. depending on their height.I'm using that to rig my model as there is no left/right foot as a separate selection. I guess it make things a bit easier this way? Unsure since I'm a newbie to 3D mesh creation
  5. I've been wanting this feature for AGES! Always had to use the official viewer, which as a bit of an inconvenience hence I'm used to the Firestorm interface & buttons. Can't wait to try it out!! 😃😱
  6. @Fluffy Sharkfin I saw a YouTube tutorial for Substance Painter where it basically shows you how to bake details from a high poly mesh to a low poly one. Does it matter what software you use to do this?
  7. @Frionil Fang Thanks for the tip. I didn't know that! I always thought that having too much smoothness is the actual problem. @Fluffy Sharkfin Thanks for the info & the resources. I was quite confused in regards to how developers actually create smooth models without exporting the model with lots of subdivisions. It simply baffled me.
  8. @Quarrel KukulcanThanks for all the advice, will try to find the best option for me.
  9. Ooh, I see! Didn't think of doing that. Will try that as well! As for the textures - what is best? 1024x1024 or 512x512? In terms of quality, I always thought that the 2nd size I mentioned made textures look quite blurry (noticed when buying full perms and creating textures for them). In terms of efficiency, I believe higher resolution texture could cause crashes or lag.
  10. Thank you for the advice and explanation on how to solve the weights issue. Is there a way of using something like a tool/setting/modifier to make my mesh look nice and smooth without having too many triangles? Apart from Subdividing of course (sadly it's the only technique I've learnt to so far )
  11. Thanks for the explanation. I used Avastar Skinning Tab to rig it to the feet, unsure whether that's the right way as I've seen different techniques and this one was the easiest for me. Will try cleaning up some edges and will then provide an update Instead of having 6 UV Maps for it, if I modify my mesh to have 2-3 UV Maps only, would that make a positive difference?
  12. Hello. Recently started learning about the basics of modeling in Blender & Painting/Baking Textures in Substance Painter. That being said, I made my first pair of shoes and although I only used the Subdivision Surface modifier on level 1, once I rigged & exported my model, it added 8k to my avatar's complexity. I will include a photo below with the model's info. I don't understand what is causing it, if anyone knows I'd highly appreciate some advice . Looking at other pairs of shoes made by different designers, their complexity doesn't exceed 2-3k so I believe I should bring down the complexity in order to avoid crashing/lag for customers... Also getting the message below from Avastar upon exporting. I don't understand what it refers to or how exactly I'm meant to fix it
  13. Thanks for the info. Will Shade smooth increase my model faces/vertex count/poly count? Or does it only affect the way the object is diplayed?
  14. Thank for your kind response. Can you please kindly explain to me what the 3 smoothing ways consist of? Also, when importing modified model back into Blender from Zbrush (adding creases/folds), I notice the vertex/triangle count increases. Is that normal?
  15. Hello. I am a beginner, still learning how to properly use Blender, Substance Painter and Zbrush. I have the GoZ Export/Import enabled. Now, my issue is: My model looks nice and smooth in Blender. When exporting to Zbrush,it looks faceted. When importing back into Blender again, it still looks faceted, just like it does in Zbrush. Can anyone pinpoint what I'm doing wrong? Watched a couple of tutorials and still can't comprehend what the problem is Photos added below.
  16. Hello.I have been looking for some SecondLife-friendly tutorials in regards to how to create & rig(where needed) accessories.However,all I could find were speed modeling videos.Slowed them down,yet still couldn't learn from them as there was no explanation as of what buttons to press,which options to choose ect.On top of that,the modeling was done in older versions of Blender,which confused me even more as I have the newest version.I found some generic Blender tutorials but I wouldn't know how to decrease the object's complexity (if I can call it so) in order to make it compatible for SL Could someone please point me in the right direction? Any help/advice/tip is appreciated 😊
  17. Hello.I have been looking for some SecondLife tutorials in regards to how to create & rig accessories, or even shoes in Blender.However,all I could find were speed modeling videos.Slowed them down,yet still couldn't learn from them as there was no explanation as of what buttons to press,which options to choose ect.On top of that,the modeling was done in older versions of Blender,which confused me even more as I have the newest version. Could someone please point me in the right direction? Any help/advice/tip is appreciated 😊
  18. DulceDiva

    Creating poses

    Thank you for reassuring me. Nice to see such a helpful, kind and understanding community 😊
  19. DulceDiva

    Creating poses

    Ooh,I see. I was always afraid,thought a DMCA would close your account or put it on hold. That's something I witnessed on another platform similar to SL,so I thought it was something that applies on all other platforms.
  20. DulceDiva

    Creating poses

    Thank you for the information provided. So for example, if my pose was made after theirs but it's got obvious differences (eg.different hand positions), a DMCA filed against me would fail or would it bring me problems? As I mentioned, I like to create poses from my imagination but I am aware that there are slight chances of coming across a similar pose that was already made by someone else (which would make the creator believe that I copied their product). The scenario mentioned is what's worrying me most.
  21. DulceDiva

    Creating poses

    I certainly have. Thank you for the kind advice !
  22. DulceDiva

    Creating poses

    Thanks a lot for your reply. I was really worried! When you say 'snipe' ,are you referring to the fact that they may send me unpleasant messages or the fact that they might try to report me?
  23. DulceDiva

    Creating poses

    Hello.So I bought Avastar and started creating some poses from scratch,using my imagination/creativity.Now,I have a question (hope it's not a dumb one,but I would rather be safe than sorry).If by any chance a pose I make turns out to be similar to ,or resemble one that was made by another creator in the marketplace,would that be considered copyright infringement even though it's not something done on purpose? I wouldn't like to upset anybody nor get myself into troubles.
  24. Thank you,every single one of you for all your time,patience and support! I highly appreciate it!
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