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hibit Spad

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Everything posted by hibit Spad

  1. A picture would be nice. I am going to guess that you did not properly adjust the faces in the UV unwrap though. To test this, try one of the listed texture https://www.google.com/search?q=grid+texture&client=firefox-a&hs=0IM&rls=org.mozilla:en-US:official&channel=sb&source=lnms&tbm=isch&sa=X&ei=8-h_U6KRGYOmyATPwoGQBA&ved=0CAgQ_AUoAQ&biw=995&bih=419#channel=sb&q=color+grid+texture&rls=org.mozilla:en-US:official&tbm=isch&imgdii=_ on your object in blender. this one looks to be particularly suited to the task http://cglink.com/files/attach/images/1589/713/001/UV.Grid.jpg If you are seeing the same kind of distortions then you most likely need to adjust your UV unwrap to remove the stretching effect.
  2. Sources of tutorials http://wiki.secondlife.com/wiki/Blender
  3. hibit Spad

    Blender 2.70

    Thank you Gaia. That did it.
  4. hibit Spad

    Blender 2.70

    The new Blender is out. I have been working on a new project and I am finding something annoying about this new release. It seems like as I move around, or rotate my scene the view keeps switching between ortho and perspective. I do not believe I am hitting any buttons to intentionally make this happen. Has anybody notice this behavior? Maybe it is a preference setting?
  5. What software are you using or hope to use?
  6. i thought the mesh uploader turned everything into triangles. If that is so then why bother turning triangles into quads just to have them turn back into triangles again?
  7. SL does not allow you to add or delete bones from the avatar. The fingers on the hand can not be modified as to position with the SL avatar. There is probalby a JIRA entry or two requesting this be fixed but LL has no inclination to do so.
  8. This is becoming an old problem on many sites. The site owner doesn't always vet the ads so the ads becomes carriers of malware. All the major Internet companies hve suffered from this at one time or another. Best bet is to not click on any internet ads.
  9. draxter dupre Saffia Widdershins treet.tv and probably others
  10. DOH Your right Gaia. Thank you. Lesson learned don't answer forum questions during a school lecture.
  11. avastar 1 and 1.1 only work with Blender 2.49. These two versions of Avastar predate "mesh" implementation in SL and do not have any facility to do things with the SL avatar. To do Mesh and rigging you need a newer version of Avaster than what is listed above and a Blender version newer then 2.5 If you still are interested in Avastar after that then I suggest you examine this web page http://blog.machinimatrix.org/avastar/
  12. If SL is the only reason your contemplating moving to linux then don't. You won't be happy with the nerdiness/geek level of knowledge that is gonna be required of you over the years to make the linux system do what you want through various projects or other uses.
  13. http://cgcookie.com/blender/2010/08/31/blender-intro-to-materials/
  14. If you can afford it and you are the type who prefers to have a complete reference how to library at your constant fingertips then take a look at this: http://www.blendtuts.com/dark_forest_offer Disclaimer: I am not associated in any professional (I do get the ocaisional email spam from them) way with Blendertuts nor do i receive any kind of enumeration from them.
  15. Coldpaws wrote: I am using blender as my modeling program when ever I use catmull-clark mode and I put a deck on the boat or floor for like a engine room etc the hull just dives inwards and I do not know how to stop it from doing that After looking at you photos, you got one messed up problem. As I recall Catmull-Clark is a smoothing routine (I don't have access to my blender machine just right now. That means it does not like sharp edges. Every where it finds one it will fight against it if possible. From you pic it looks like you have made the deck part of the hull mesh? If so try making it a separate object. From my own boat making experience I think you will find it imports easier.
  16. To say Andrew's proposals were shot down is unfair to the people that overseer Blender development. It would be more fair to characterize Andrew's presentation on his proposals as, "This is what I originally presented as a good idea, but as I learned more I was wrong." Andrew was given lots of freedom to present and develop his ideas. He was even given a lecture room and was not interfered with in any way by Ton Roosendaal. It was Andrew on his own that came around full circle to the understanding that his ideas seemed good but had flaws.
  17. Kylie, what you bought has animated textures, and is NOT animated mesh. HUGE difference.
  18. TMAT That is my prefered organizer. The creator still maintains it. Usually in spurts, but he does keep it alive and is around to answer questions.
  19. Spibe Are you modeling the inside of the jeans as well as the outside? If so, I really reccomend you delete the inside mesh. No one will see the inside and your rigging wil be easier.
  20. 580? IS that a mobile card ? As in your pc is a laptop?
  21. Read this thread very carefully http://community.secondlife.com/t5/Mesh/Topology-the-often-neglected-entity/m-p/1923095#M19683
  22. This is exactly why I have oftened wondered if it wouldn't be better to use the avatar's mesh to create clothing instead of the checkerboard like mesh that I see most people using.
  23. It doesn't matter if your building real life stairs, sculpties, or mesh. All stairs need to be planned out first using a technique called rise versus run. Expressed as a ratio, a staircase that rises 3 units (inches, meters, feet, or whatever) and then a run of 4 units would be express as 3:4 or 3/4. Knowing this ratio allows you to pre-plan where each step should be to ensure a smooth climb. This image might help you to understand a little more easily http://www.shalla.net/StairStringer/Design.gif Also a Google search might show you some interesting ideas and concepts: https://www.google.com/search?q=building+stairs&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a
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