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anitabush

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  1. Have you unchecked auto unwrap when you start a new project?
  2. I generally agree about baked shadows and lighting, especially if they are not optional. In this case as I’m only building a small shop for myself I just want to have some more control over the textures. I’ve broken my building up into parts now and I’m baking tiled textures out using blender rather than substance. It’s early days but I’m finally making progress at least. I appreciate your thoughts on it. Thank you for the tips and the video. I’ve broken my building up into parts now and everything is going much more smoothly. I appreciate the pointers.
  3. I’ve spent the last few years getting used to texturing small objects using blender and substance painter. Stuff like maximising texel density, baking in AO and shadow information where necessary, etc. Im now trying to make a minamilist shop for myself on a 512 plot and I’m really confused about how to make something look good and be efficient in terms of LI and textures. My understanding is that things can only be textured in two ways for SL. Making tiling textures and texturing within SL where I could take a 512 or 1024 texture and spread it across a big wall with tiling to still get those crispy details, but meaning there’s no baked shadows or AO. I understand I could use trim sheets with this approach but for a minamilist building I’m not sure how useful that would be. Secondly by texturing in substance or blender and baking all the information to the UV map which gives the option of AO, shadows and anything else but at the expense of those crisp looking textures. Am I missing anything? I’m just really struggling to make a building look good with those options. All I can’t think is splitting the building up into more models so I can get more UV real estate but this seems really inefficient? Does anyone have any tips or maybe links to appropriate tutorials? I’ve only found stuff for other game engines which is useful but doesn’t really answer my questions (makes me jealous of what UE5 can do as well). Sorry if this is a stupid question, thanks folks!
  4. I find it so much nicer than blender for texturing, it all clicks in my head much more easily
  5. It’s no different at all, you just don’t get designer, sampler or access to the online assets. I believe the steam version gets 12 months of updates. It just comes down to how you prefer to pay for software really. If you need painter and designer then paying monthly makes more sense
  6. Looks incredibly effective, thank you for the clear screenshots. I wish someone would do some in depth tutorials on imposters (for blender and substance in particular). They are so important and it’s only in bits and pieces here that I’ve found any good information.
  7. Nice to have some more competition for substance painter. Hopefully they can make a go of it long term
  8. As far as I know. I’m certainly in ACES and I attempt to tweak exposure to be as close as I can get it
  9. I’ve been really struggling with this one. The latest maintenance viewer has helped to some extent though. My biggest issue is how different stuff looks in SL vs Substance Painter. I have the recommended HDR for SP but it’s just trial and error to minimise the white glaze at this point
  10. Nomad is fantastic and cosy blanket can do part of the optimisation work but we are missing a general purpose 3d app such as blender to create the LOD models. There’s also no good texturing apps yet. I agree it would be cool and hopefully those missing pieces will be available at some point in the future (looking at you Adobe)
  11. I’d just like an acknowledgement from Linden that they either planning a native viewer or they aren’t. The silence is frustrating
  12. I've been playing with the PBR project viewer. I can get the environment to reflect but not objects or avis. I'm clearing being dense about something but are object reflections impossible or am I not enabling something? I have enabled screen space reflections in preferences.
  13. anitabush

    Imposters!

    Thank you very much for this, it solved my issue! I’d been pondering trying to fool the system into treating it as a larger object but my ideas were a lot more complex than a single vertex. That’s a really cool demo, it’s a shame something like this can’t work for more than one person. Thank you both for the tips. I was hoping I had just missed something with sprite imposters but at least I know not to bother with that approach now. I appreciate all the information very much, thank you everyone.
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