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Sae Luan

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About Sae Luan

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  1. I don't do animations out of Maya, so you'll need to wait for someone else to come along to help you with that. You say there are two skeletons, I'm assuming you mean the avatar weight source and the actual skeleton. I'm not sure how those two things apply to making animations, again, someone else will have to come along to answer that. However, for rigging clothing/avatars, the skeleton you bind with is the colored skeleton, and you can utilize the avatar weight source by copying the skin weights from it to the clothing/avatar mesh. There may be more you can do with it, but I'm not aware
  2. http://dl.dropbox.com/u/6003454/Standard%205%20sizes.zip
  3. I am in desperate search for a good prefab designer to do my next store. The work done for me must be exclusive and not something you've sold previously or plan to sell to anyone but me. You will work loosely with my concepts, but will maintain a decent amount of freedom to be creative. Please contact me in world if you are interested via notecard. I will not entertain anyone who doesn't have some kind of portfolio to show me. Working in mesh is a MAJOR plus, so please be sure to mention to me if this is your preferred method. Please outline your fee structure in your notecard. Thank you,
  4. Thanks for helping me understand this more! I had no idea.
  5. Thank you. When I have the time to really put into my UVs I also do the move and sew with the edges of the UV borders. It tends to take me quite a while though on some models. With most mesh, I tend to use planar projections on any areas it makes sense to do so on then use automatic on areas that are harder for me to nab with the planar method, then go back in with moving and sewing. Sometimes this goes quick, and sometimes, not so much. I wish it were quicker for me. These items are very much a result of simply not having enough time to devote to that part of the release before event de
  6. Hello. Thanks for the response. These are things I know and have done in the past. It is even something I stress on when someone comes to me for help with Maya in general. Both of these items were automatically mapped, then adjust using the layout options once in the UV map to save time on my end due to a lot of RL being busy and SL event deadlines. This is something that did occur to me, however with a decent enough bleed, I didn't feel I should have to go back and redo my UVs by hand when I already am short on time. It's a good point though, and one that should be noted for anyone else
  7. Thanks for the info. I tend to do my UVs fairly close together, so I'm having to redo the UV layout a tad on part of my newer mesh to allow for a higher bleed during baking. I assumed the issue today wasn't due to my own error as I've used these settings countless times in the past and not had this issue (or a complaint for that matter), but it did make me realize that someone else could be seeing the texture incorrectly from time to time, so I've opted to start making sure the bleed is much higher, possibly pairing that up with a solidify in PS as you suggested.
  8. Hello everyone. First, I understand what generally causes this issue. I always bake my textures 5 pixels outside the UV lines to try to make sure it doesn't happen. Today, though, when I logged on and uploaded a new mesh, I noticed there was black lines through all my texture work on the mesh where the UVs meet up. Thinking I had bumped my settings in Maya back down to where it didn't bake over the UV edges, I went and checked the settings, and sure enough, the textures are baking over the edges by 5 pixels still. Switching back over into SL to continue trying to figure out what was going o
  9. https://marketplace.secondlife.com/p/Standard-Sizing-Package/2894727 Listing has a download link in the description to working maya scenes with all standard sizing avatars, plus defaults, along with the skeleton... all the avatar sizes are positioned on the skeleton correctly, so it's super simple to build your mesh items and expect them to fit (male or female) with very little error.
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