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DulceDiva

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Posts posted by DulceDiva

  1. 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 :D . 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. On 11/9/2022 at 9:27 PM, Quarrel Kukulcan said:

    In Weight Paint mode, choose Weights -> Limit Total, and set the options to All Deform Groups (or All Groups if you don't have that) and a Limit of 4.

    It's odd you have this problem on shoes, though. SL feet have very few bones in them. FYI the left shoe should just be using mFootLeft and/or L_FOOT, mAnkleLeft, and maybe mKneeLeft and/or L_LOWER_LEG if it rides high enough.

    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 :) 

  4. 10 minutes ago, Quarrel Kukulcan said:

    Generally, smoother curves need more triangles. That's just the way it is, so you need some more. The issue with creating that extra density using a Subdivision modifier is that you'll affect the entire mesh. For the most efficient results you'll need to work in Edit Mode in just the problem areas, doing things like subdividing individual edges or adding edge loops.

    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.

  5. 17 minutes ago, Quarrel Kukulcan said:

    Like Wulfie said, the biggest contributors to Rendering Complexity are mesh density (especially at the most-commonly-needed LOD) and alpha blending. Every level of subdividing quadruples your triangle count (so, really, try not to use it at all), and if you have at least one face using alpha blending, the complexity of the object will also quadruple. Using normal map textures, using specular map textures, and just plain using several and/or high-res textures also increase complexity, though not as much.

    https://wiki.secondlife.com/wiki/Mesh/Rendering_weight

    In Weight Paint mode, choose Weights -> Limit Total, and set the options to All Deform Groups (or All Groups if you don't have that) and a Limit of 4.

    It's odd you have this problem on shoes, though. SL feet have very few bones in them. FYI the left shoe should just be using mFootLeft and/or L_FOOT, mAnkleLeft, and maybe mKneeLeft and/or L_LOWER_LEG if it rides high enough.

    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 :) )

  6. 1 hour ago, Wulfie Reanimator said:

    Sounds like your shoes are rigged, based on the message from Avastar. You can only have up to 4 bones (the SL skeleton you've rigged the shoes to) affecting any one vertex (the individual points where edges connect to).

    When it comes to the Complexity score, don't worry about it too much. It's an outdated statistic and a bad indicator for lag.

    You should probably reduce the number of faces (and textures if you can), as well as making sure that the textures don't have transparency information unless they need it. (Edit the object and check the "alpha mode." Set it to "None" or "Masking" instead of "Blending." If the option is greyed out, the texture has no transparency data at all.)

    Since you've been modeling with the Subdiv modifier, your model would be a lot more efficient if you took the time to clean up any unnecessary edges from the model. (Like if you have a long straight surface with lots of loops on it (like a heel), dissolve all of the ones in the middle.)

    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? 

  7. 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 :( 

     Complexity.png.05c6fedbfa96202288317347bd597f14.png         1614690101_Avastarmessage.png.eb16a8a2e09d86722eacc73cf4890854.png

    1602656180_Messageinfofromwebpage.png.655ec5626b801d3048de017c72f2cccd.png

  8. On 11/8/2022 at 6:43 PM, Aquila Kytori said:

    I should just mention first that I don't use Zbrush.  I had to use Google :)

    Zbrush doesn't do Smooth Shading.  A smooth look in Zbrush is achieved by increasing the topology which is probably not what you want or a good idea for a model that will be used in a real time renderer like SL.

    Here is a 5 year old video explaining this :

     

    and here is a link to an add-on that  perhaps makes it possible to enable smooth Shading in Zbrush  ? (Like I said earlier no guarantees, I don't use Zbrush)  :

    https://mad-pony-interactive.gumroad.com/l/PMkGb    so perhaps you can ?

     

     

    To enable Smooth Shading in Blender its :

    Object mode > Select Model > Object > Shade Smooth >  open the Object Data Properties tab > Normals > enable Auto Smooth and then, if necessary play with the Auto Smooth Angle value.

    550652863_ShadeSmooth-min.gif.d4c7b02f5789712d1c22a4172568bd93.gif

     

    If you are using Blender 3.3 or above, then instead of opening the Object Data Properties tab you will find that after Object mode > Select Model > Object > Shade Smooth >

    an Auto Smooth pop-up menu at the bottom left hand corner of the 3D viewport and from there you can change the angle value.

     

    Smooth Shading /Auto Smooth can also be enabled in Edit mode and applied to the selected faces.

    Edit mode > select geometry to be smoothed > Face > Shade Smooth > Object Data Properties tab > Normals > enable Auto Smooth.

    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?

  9. 25 minutes ago, ChinRey said:

    WHat happens is that the normals data is lost in transfer. I don't know how you made the normals smooth in the first place (there are at least thee different ways to do it it Blender) so I can't give you a detailed explanation. But first, do a quick check: Switch to edit mode in Blender and see if the shoe looks smooth or angular there. If it's angular, it's a modifier you haven't applied. Apply all modifiers and the problem should be sorted.

    If that doesn't help, try to use a different file format when you export.

    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?

     

  10. 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.

     

    blender.png

    zbrush.png

  11. 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 😊

  12. 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 😊

  13. Just now, Rowan Amore said:

    There are literally hundreds of poses that are similar in nature.  There are only so many ways to move the human body.  If you have on finger slightly different than another, it's NOT the same.  There is a very low probability of anyone making a pose EXACTLY like anyone else's.  It's, to me, a non issue

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

    • Like 1
  14. 22 minutes ago, Rolig Loon said:

    Don't worry so much. That's a very low-probability scenario.  Besides, even if someone did decide to complain, the absolute worst that could happen is that you would have to remove the pose and replace it with another one.  There's no other penalty.

    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.

  15. 3 hours ago, Lindal Kidd said:

    It's always possible that someone could file a DMCA takedown notice against your creations. This could be out of a sincere but mistaken belief that your product is an illegal copy of their work, or simply out of spite.

    It's annoying, but quite possible, to defend yourself against such claims, by showing materials that prove your creative process, and/or by a detailed comparison of your product to the other person's. Being able to show not only how, but when your product was created may be helpful, if you can show your thing was made before theirs.

    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.

  16. 21 minutes ago, Rolig Loon said:

    Nah... some people are just born grumpy; you can't please them. It's the way the world works. By now, I'm sure you have met a few of them, so you know how to ignore them and get on with your own life.  😉

    I certainly have. Thank you for the kind advice !

  17. 10 hours ago, Rolig Loon said:

    Copyright isn't necessarily the relevant question here.  Intellectual property is, but don't worry.  If you are creating animations from scratch, your body movements won't be exactly the some as another animator's, and the timings won't be either.   At most, your work may be inspired by someone else's, but it's not a copy.  (That isn't to say that some other creator won't snipe at you anyway.  Some people are just like that, but if you haven't copied another person's animation, your conscience can be clear.)

    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?

  18. 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.

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