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Hoaghes Beaumont

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About Hoaghes Beaumont

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  1. Oh wow, you basically answered it much better then me. I agree with your point by the way, if you are planning to bake lightning and shadows, its a whole different ballgame. Often you can still get away with stacking UV´s there as well btw. Totally depends on the object, the light setup, etc. Technically it is certainly possible to bake stacked UV´s Thanks for the tutorial by the way, saves me the time making one and you did it way better then I would have
  2. Well, you are touching the basics of texturing here, and especially texture mapping 3d models. You know a model is basically constructed of verts, those verts connect to make faces, most commonly in the form of quads or triangles. Just like your poly model is build up of faces, so is your uvw map, it is basically your entire polygon model layed out flat. Now most models have some form of repetition, like your bowling alley has repetition along the length of the track, were the wood texture would be repeated, or a shirt with buttons incorporated would have the left and right sleeve mirrors o
  3. If this just happens with one particular mesh it is almost certainly an issue with it not being rigged correctly. All verts need to be weighed or they will shoot all over. If this happens with meshes in general, not just one particular one I would go with the advice above.
  4. "The problem is when I have a wood floor, say. One 1024 texture is going to be blurry; I need it to repeat." This should actually be very easy to solve by laying out your UV´s correctly. I am using 3ds max by the way but this goes for pretty much any 3d program. Just stack the UV´s of the parts you want to have the same texture on top of eachother on your layout. The same is done lots of times, for instance if you have a jacket with two similar sleaves, or even have a symmetrical face that is mirrored left to right. Instead of laying out the entire object and painting the same texture twice
  5. I agree, just use google, SL wiki and homepage and you should we well on your way of learning the basics. Part of the fun is in the discovery as well. Cheers.
  6. Geez, apparently I did start a flame war after all, and I apologize for the fact. To make it clear: I am sure that the original answer was meant to be helpful, and made with the best intentions. I am not here to bash some other resident who I don´t even know. Saying: "You can´t" to a perfectly legitimate question for which the answer can even be found within LL´s proprietary tools, and then refer to the TOS and such things does make me iffy though, because yes "YOU CAN" extract your avatar, and no, it´s NOT automatically against the TOS to do so. So yes, like you say, LL of course reads
  7. " but 'his character' which to me means extracting his avatar as it looks in SL" You are making assumptions here..All he did actually ask for was a way to extract his avatar, which TO ME means his base mesh and is perfectly possible in Second Life with LL provided tools. "As a content creator myself, I am surprised that you, a content creator, have such a cavalier attitude about IP rights. How would you feel if I took your designs or creations out of SL without your permission? " I personally couldnt care less about it, actually, I would feel quite honored if I would see one of my creati
  8. To the above poster, please don´t play admin if you are not one? Even if it´s against the TOS it is not up to you to take action or play police about it, so either reply to his question or do not reply at all. Cheers. Regarding your original question Frasoir. Yes of course it is possible to extract your avatar, there is even an option hidden somewhere in the viewer settings that lets you extract your avatar as an .obj file. Which should be easily convertible to whatever format your 3d printer uses. I myself make mesh clothes and use 3ds max. I have bought a very nice plugin on the market pl
  9. Elvina, you only tick off the skin weights when uploading to SL right? Not Joint positions? The mesh should snap to your avi if you do it correctly. My workflow which works for now: -New max scene with system Unit and viewport Units set to meters. -Run script - select the 2012.mse one -Select Avatar, set scale to 1 meter -create - load -I dont rescale anything myself right now, but you can of course scale your avatar up like stated before. -build whatever you want as edit poly -skin wrap it and select the upperbody mesh and lower body mesh as base (easiest way to quickly skin someth
  10. Possible but no reason to ever do so except if you need a guide to model your retopo on. Might as well just rebuild your assets from scratch though.
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