Jump to content

HenryAyruma

Resident
  • Posts

    6
  • Joined

  • Last visited

Reputation

5 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Well..more or less..my 1st account was from 2006....I am used to be the owner of Ayruma Homes...A huge and popular brand in the past...But I stay away from SL for more than 10y... In other words: Noon again But it's a happynes to learn once again...SL alway made me happy take care, bro ! thanx for everything
  2. Thanks to everyone !!! After all I figure out that you can apply normal and specular even after upload the mesh... So, how I managed this... - Upload the mesh and include textures - Upload the normals/specular - Select each material texture PER FACE and then apply the normals When I started this topic I did't know that when you upload a mesh with textures, this will create a folder containing the difuses for the mesh. Also I did't know that each material on the mesh means "face" in comparison with standard prims. So, you can, for example edit the texture of a mesh, select tecture edit per face and when you click, for example, in a marble texture, all the marbles aill be selected all at once all over the mesh. And by the say..this is the final result After all, all of this was my lack of knowsledge how mesh behaves in SL But I really appreciate all the support that I received. Incredible community !!!
  3. Yep ! I agree....as I mentioned....It's my 1st time creating mesh for SL...so I am learning Your tips will be very valuable for me indeed Actually I am creating an assumption that difuse/normals/etc are not suitable for large structures due such limitations. Maybe, instead import a single and huge mesh, it may be more appropriated to slice the mesh in groups of materials and upload each mesh and then generate one difuse for each one.
  4. Ty, @StarlanderGoods ! Yeah ! I made some tests, but we are talking about a large structure....I mean: A Large mesh. A house in particular... I was reading on this same forum that baked textures may not be a good idea for large structures. But I decided to make some tests.... First: Looks like a texture cannot be more bigger than 2048 and after upload, it turns 1024 (whyyy ??? OMG !!!) ...so, this will be bad, poor resuliton when applied to the mesh InWorld. And second: since we have just 2k of resolution and probably the file size is bigger, looks like SL automatically reduces the quality of the texture itself. So, floor tiles, for example with is a small thing will become blurred. Do you have some tips to supply me based on my difficulties ? It's the 1st time I produce mesh to SL and I am knocking my head on the wall to handle the limitations.
  5. tyvm, Arton !! I just suspected about it !
  6. Helllo Everyone ! I built a structure using Maya. It contains Lambert textures storing Difuse and Normals. Also, It contains Blinn Textures with Difuse, Normal and Specular. But when I export to DAE_FBX (Collada), I just can see my UV with difuse and all the others layers are being ignored. Any clue ?
×
×
  • Create New...