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IvyTechEngineer

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  1. Hey thanks for your efforts on the house, it is very cool. I have already created an STL file from Solidworks and the tris are only 370.in Blender. We are using AutoCAD this semester and I wanted to try my hand at drawing in SL. Do you have refence material on converting the floorplan into a 3D model? I need to do some more work in Blender to be able to draw a floorplan but maybe that will be the next thing I do. I was wondering if there is an object snap feature in SL. I am sure some of my walls are not exactly in the right location. I only use the SL Viewer and not Firestorm. Ivy
  2. It took a little bit of effort but uploading the floor plan seems like a good idea ...
  3. Hello I have another project for my students that uses AutoCAD to possibly draw a house in Second Life. There are several challenges with this assignment. Converting feet and inches to meters can be an issue for some students. We can do that but I am sure some students will have problems or forget. Maybe we can upload a common dimensioned floorplan and students can build the house on top of the floorplan image? A 3D model of the house will give students a better appreciation of the design. I would assume I could scale the image to 2K and even use it in Blender to create a model. That could be fun but I want to start with the SL build first. Any suggestions? Thanks IvyTech
  4. Thanks, Aquila for the feedback. I have shied away from Blender Addons but will check the loop tool addon.
  5. I was experimenting with a partial model of my BCC model and noticed that the model had Vertices = 1553 Edges = 4647 Faces = 2098 Triangles = 3098 The after the Alt-J, manual mesh cleanup by merging vertices, dissolving edges, etc.., and deleting every other edge loop I was pretty happy but still had some non-symmetry in the mesh. Vertices = 395 Edges = 828 Faces = 437 Triangles = 789 Is there away to evenly space vertices around a circle? Also, I still don't understand why the STL file has so many issues with it's geometry. along some of the cut edges. Thanks IvyTech
  6. Hey, thanks for your comments. It seems like I always get stuck in Blender trying to reduce mesh models that I import, lol. I have used the decimate modifier before and that sometimes leaves me feeling like the mesh could be better. I think most of my issues come from using a CAD tool like Solidworks but there is a way to decimate in Solidworks as well which will reduce the total number of tris. I can precisely draw almost anything in Solidworks so I am biased. Recently, I have been revisiting some of the stuff I did when I got started with building models to see if I could understand and improve the models and workflow. Thanks to you guys I have learned a lot and continue to explore building more and more models for Second Life. Regards IvyTech
  7. I can also clean up the mesh by merging vertices by distance and then use Bryson's approach to reduce the mesh. I think, lol
  8. Sorry, my question was poorly stated. I want to reduce the mesh by following Bryson's approach but feel like I clean up the mesh first for the various spheres. The mesh I am using starts at 8286 for mesh simplification of just one side of a bottom partial sphere it is reduced to 8276 tris. The first thing to do would be to merge some vertices around the edge of the partial spheres. Next, I can use the slide vertices to move them so they align around the partial sphere edge. Sliding the vertices does not reduce the tris per se, it just makes the sphere look better. This was really my question. How do you move vertices along a circular edge so they align with the sphere contour? Thanks
  9. Hello I have been working with a CAD program Solidworks and Blender to develop models for Second Life. Early on in my post in the thread, I asked questions about reducing mesh density. The process is to create an STL file with Solidworks, importing it into Blender to scale and reduce the mesh, and then exporting it as a DAE file for Second Life. I was reviewing the BCC crystal unit cell model I create a while back and noticed that when the STL file is created in Solidworks it creates a model it says the it should only have 746 triangles but instead, it has 8302 triangles. Not sure what is doing. Then I found this excellent YouTube video that allows you to create low mesh models with Solidworks. In Blender, I just did a shade smooth in object mode with normals. However, I still had a few questions about how to reduce the mesh with the original model. The next question goes back to an earlier version of the mode and reducing the mesh. I can 1.) merge vertices 2.) I can use the approach discussed in Bryson Jack's video using the Checker Deselect in Blender However, I am unsure how to align a vertices so it would follow the contour of a sphere. If I could figure that out I think it would help. Thanks IvyTech
  10. Thanks for the feedback. I think the original SM House had an outside wood plank wall texture on a green background but I do not know how I did it nor where the texture came from, lol I believe I use Photoshop vs Blender and the nodes. I have attempted to search for it using www.tineye.com and the Google image search but I cannot find it. I do remember looking at many old green wood textures on Google. I could find very little info in the metadata except the image was originally taken 11/7/2010 and is 3260 by 2396 with 72 dpi. Some of the Camera info is also provided ... Maybe it is time to learn a little more about Photoshop. Thanks
  11. I really appreciate your advice on this topic. I wanted to document the workflow of texturing this small house as an example. This forum has been extremely helpful. SL has probably one of the best methods to help users with questions and advice. I have very little artistic ability and maybe this cannot be taught but this forum has really helped. Back when I started building in Second Life I was trying to recreate what others had done who are no longer active members in Second Life. It has been challenging because even the best of us, including me, may not fully document the steps we took to build and design things so we can repeat and share how they did it. I have searched high and low for info (Google and YouTube) and came across a few sources but not many of them ... Thanks to everyone for you help in my education, lol Cheers IvyTechEngineer
  12. house on left done in Blender while house on right done in Second Life.. tiling may be a little different but SL looks better. It was a little fussy with getting all the surfaces textured, lol
  13. Latest with adding a color mix and changed margins to extend...
  14. ok, I will give it a try to see what it looks like. I was very pleased with the results so far, just a little tricky to do it. I will also change the margin type to extend. The YouTube videos that were helpful were and I was able to combine multiple images textures and materials into a single image 2K image and then use that as the image texture for the final version I uploaded into SL. I didn't find a single video on how to do everything but it was my first attempt at using nodes. The image I had before had a stronger green undertone, 24A43B, which I assume I could add to the outside wall somehow ... need to research this a little more ...
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