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Cain Maven

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Everything posted by Cain Maven

  1. Well! That did the trick I was a bit confused at first, because the UV Editor likes to pop back to whichever image it was displaying previously, but once you select the just-baked image again, everything is peachy. Here are the steps I followed: • Select the object in 3D view, then hit Tab to enter Edit mode. • If any faces are selected, hit A to deselect all. • Select the desired material in the Materials list, then click Select. This selects just the faces with that material. • Enable the Pin tool in the UV Editor. • Create a new image for this material. • Hit Bake. • Save the image. • Repeat all steps for the next materials that you want to bake separately. I'm sure there are snags and gotchas here, but it worked smoothly on the first mesh I tried. I'll post updates if I discover useful tips or tricks (or whine if I can't make it work ) Thank you!
  2. I was starting to fear that... and I guess it means that Gaia must have baked and saved the texture for the exterior before resizing the interior island so it overlapped. It would be *really* nice if Blender could let you determine which faces or materials to bake -- or at least ignore transparent materials (which I tried.) While I do agree that the workflow you suggest will do the trick, it's going to mean quite a bit of extra work, as I was hoping to reuse this element in several places in the build. Oh well. Thanks for the reply!
  3. So I got a little uppity and decided to try something new: multiple materials that overlap in the UV map. This was partly inspired by Gaia's Kettle Quest, in which the interior of the kettle overlaps with the exterior in the UV map; the point of course is to increase the texture space for the interior. However, when I try to bake the textures for the two materials both are always rendered, resulting in a fine mess. What I want is to be able to bake the materials individually and save them as separate textures. I have tried hiding faces and everything else I could think of, but to no avail. I'm sure I'm missing something embarrassingly trivial. Any help would be greatly appreciated!
  4. Yes, I did glance at the new Cycles engine. It seems to still be in heavy development, though, so I'll tackle that when it has matured a little:)
  5. I'm going to call this a bug. I agree that the top and front should block the light to begin with -- the bottom should not be part of the equation at all. I ran this quick test on a simple shape with similar lighting and all normals pointing outwards: This is expected behavior, I think? The solution in my case will be to bake with flipped normals, then flip them back in place before I upload. And hope
  6. Well...I do see your point, but as Chosen Few points out, the shadow should not be affected by the bottom face at all; the light should already be blocked. I also did a test in which things worked as expected -- see my reply to Chosen. That said, I agree that in this particular case, the answer is to bake, flip back and upload
  7. I hear you -- strange things do seem to happen on the journey from Blender to SL. Where the bugs are, I'm not sure yet
  8. I ran into a little mystery that I hope someone can help solve. I'm working on a kitchen counter in Blender 2.61, and ran into issues with some of the faces not receiving light or shadows. Here's an overview: After a bit of back and forth I tried Normals > Recalculate Outside. That didn't help much. On a whim, I tried Normals > Recalculate Inside and then flipped the normals manually. That did help quite a bit, but the top edge still wasn't casting a a shadow, nor were the handles: On yet another whim, I flipped the normal of the face underneath the edge to point upwards/inwards: Now, with no other changes made, I'm getting proper shadows: Am I missing something here, or is this exactly oppsite of how it should be? I thought all normals should point outwards? I haven't tried to upload this yet, but how is the uploader and/or viewer going to like the model if the normal points upwards/inwards? Any insight would be greatly appreciated! Thanks, Cain
  9. Thank you for the quick, clear and concise reply! I was afraid this was the case, though. Guess I'll sneak in that invisible tri, then
  10. First of all, I apologize if this has been asked a thousand times and answerered elswhere. What's the best way of controlling the center point of a mesh? A simple example: If I design a cube that is 1.0 x 1.0 x 1.0 and want a bounding box that is 2.0 x 1.0 x 1.0, with the cube filling one side of the bounding box, i.e. not centered inside it? I realize I can add "helper" geometry to force the width of the mesh, but that requires at least 3 vertices/1 tri, it seems -- a single vertex or edge doesn't seem to work. I also tried adding a physics shape that is the size of the desired bounding box (2.0 x 1.0 x 1.0) but it appears that the cube is centered inside no matter where I set origins or locations. I'm using Blender 2.61, btw. Any insight on this would be greatly appreciated! :)
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