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Ashasekayi Ra

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Everything posted by Ashasekayi Ra

  1. Yes, the shape will scale up to match the bounding box. The developers said this may change in the future but not before the initial release.
  2. Gaia Clary wrote: Ashasekayi Ra wrote: The billboard method can be great for PE. But, if you need to use one with alpha (which is usually the case), you will have to deal with the alpha flickering bug showing up on all the LODs. And, "shiny" won't work with the object any longer because the mesh has a texture with alpha on it. You can avoid this by using a separate material for the billboard (If your object has one spare material). Then alpha flickering and the backdraw of having no shiny only affects the billboard LOD. Also when you only need one image as Billboard (and do not use crossed planes like with trees for example) then there is no Alpha flickering at all. When you have multiple crossing images for the Billboard, then maybe we can use some clever UV-layout trick (like we can do for Sculpties to avoid flicker)... After making two different material zones, are you also making two different texture maps: one without alpha and one with alpha?
  3. The billboard method can be great for PE. But, if you need to use one with alpha (which is usually the case), you will have to deal with the alpha flickering bug showing up on all the LODs. And, "shiny" won't work with the object any longer because the mesh has a texture with alpha on it.
  4. Thanks for the replies. Too bad they don't have the actual ternary operator.
  5. Which build from graphicall did you download?
  6. Hi all, Does LSL have a ternary operator/short hand conditional? I couldn't find any information on it in the wiki. For a test, I tried: z = (a > b) ? 3 : 5; and: if (a > b) ? z=3 : z=5; Neither worked.
  7. Which region is that? And, I wonder if mesh can be seen outside those regions that have upload right now.
  8. After rezzing, did you change the physics shape to "prim" in the edit window?
  9. They may add support for user created normal maps once they start the materials project, which they said may start after mesh is released and settled.
  10. Herpes Melodie wrote: Heya Gaia, No I didn't. Just did it and it works. If I would create more detailed stuff, should I make a physics-only model? Or will the regular model be alright for physics. Also, does the physics model effects the prim count? And .. last question I promise ... if I would create a seperate physics model, I can work with very basic and solid shapes and open gaps where I want parts closed and open? Thanks for the quick reply, by the way - its a record! edit: must be rush our, 3 more replies while I wrote this reply haha. Big thanks of course to everyone who is willing to help Yes, a heavy physics shape can make the object more prim heavy. There are three cost metrics: streaming, physics and server. The prim cost (or prim equivalence) will be the higher number of the three. You can read more about it in this thread. As for the simple physics shape, yes you could do that.
  11. @bodzette: Congrats on the progress. @Vivienne: I tried hair during the ancient beta days, and it was a disaster in the rigging/skinning department. Now, that I know more about rigging, I might try it again. It just isn't as straightforward as rigging an outfit.
  12. At the moment, I start my alpha base by baking the diffuse texture (plain bright color) of the clothing item to the SL avatar texture in Blender. At that point, I can clean up the texture in Photoshop so that the only pixels in the picture are the ones that are supposed to be visible on the avatar. The rest of the picture is transparent to represent the parts of the avatar that are supposed to be invisible.
  13. Here's the link about it. http://www.zbrushcentral.com/showthread.php?t=96408
  14. I've played with it off and on since version 5. It is a neat program for sculptors (not related to SL sculpt maps). I love that you can dynamically add and take away detail precisely where you want it. If you have Zbrush, the new version has a GoZ plugin that works like a treat. The only downside is working with a triangulated mesh later in a 3d modeler. But, it isn't anything retopo won't fix. As a side note, they are working on making an auto-retopo tool for it. Exciting days.
  15. Reporting back on my issue with the patch: After re-installing the patch today and having the same issue with uploads, I fiddled about in a differing program to try and see what the issue was. It turns out that it would only upload if I changed the name of the armature to "avatar". Why... I have no idea. But, the model uploaded fine after I made the name change.
  16. You can import an obj file into Zbrush without loosing the hard edge. And, you can subdivide it and keep the model hard with the correct settings in the geometry tab.
  17. Could you post a screeshot? That could be helpful.
  18. You said it looks like expected when importing from Zbrush to Blender, but how about the oposite way because that's what I wanted to know **Only uploaded images may be used in postings Sure, an obj file imported from Blender into Zbrush looks like it should. I don't know what multi-pass rendering is though, but I will google for it. It means to render different types of baked maps or renders one by one ...ie. rendering the ambient occlusion seperately, rendering the diffuse textures seperately, etc. Then, you can mix the maps at different strengths in Photoshop. Basically, it gives you more control. Also, about the baking process, what do you mean exactly? Should I bake the normal map from a high detailed model, open it in photoshop and apply it to the other textures of my model. Or should I apply the normal map in Maya (so that my model appears with all the details) and bake out my textures from there? So if I would follow what you just said, should I: 1) Bake out textures with the normal map applied in Maya and thus my texture contains the details from the normal map that was made out of a high detailed model? 2) Only bake a high detailed normal map and apply this in Photoshop on the rest of my texture? Number 1.
  19. I can confirm that Zbrush does hard surface sculpting very well. I don't use Maya, so I don't know what it looks like imported into that program. But, it looks like expected when I import a model from Zbrush into Blender. As far as not having normal maps, generally, people bake all the details from the high resolution model to the low resolution version. Alternatively, you can use multi-pass rendering and composite them in Photoshop. Hopefully, SL will have normal maps after mesh is released and the materials project starts.
  20. Go to the Render Panel -> Bake -> Full Render
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