Jump to content

hibit Spad

Resident
  • Posts

    215
  • Joined

  • Last visited

Everything posted by hibit Spad

  1. Sorry. I read your first message as you were trying to upgrade to the newest version of Blender. my mistake.
  2. You can't do what your trying to do. One of the things that was changed in the newer version of Blender was that the scripting language was updated. It is not backwards compatible. I suggest you look here http://blog.machinimatrix.org/ for the updated Primstar2 script.
  3. After you tried the texture on a cube do you change the cube to asphere while the texture was still on it? I am betting that you need to mess with the repeat and offset values to get what you want.
  4. It would not be surprising if Prim Docker was gone. If you search the old archived forum messages you will find out that the original creator of Prim Docker sold it to the guy that was selling it. For awhile Prim Docker languished because the new owner knew not how to code and eventually hired someone to update the code. I would guess it wasn't worth hiring someone to update the code again.
  5. You don't have to buy anything to make sculpties. 1. There are several older tutorials out there that should help you in figuring out what you need to do to make a sculpty and import it into SL. 2. You can use the older and free Jass w. Blender tool. 3. You can just get over it and realise that the work to make a sculpty the really old fashioned way is so much work that the addon is worth 20 bucks.
  6. hibit Spad

    Mesh Software

    I posted this sometime ago and was told I was violating the LL terms of service. Perhaps you will have better luck then I did in just simply trying to help people out and informing them of what their options are.
  7. Your pics are so small that it is hard to tell for sure if what I think I am seeign is correct or not, but assuming I am seeing correctly then you have a problem with your distribution of vertices/edge loops. It looks like the vertical staff portion is subdivided by 5 edge loops, but the horizontal section has no subdivisions. Please remember that you are gonna loose 1/4 of your edge loops for each drop in LOD. So this might very well explain why you are getting what you say you are getting upon upload to SL.
  8. If your serious about trying to learn a 3d program liek Blender then this page lists some very good tutorial sites: http://wiki.secondlife.com/wiki/Blender Also, this page will give you some background info on what mesh is what what the technical limitations on it are: http://wiki.secondlife.com/wiki/Blender
  9. Are you sure you understand what a sculpt is? http://wiki.secondlife.com/wiki/Sculpt If misunderstanding is not the problem, perhaps more details on what exactly is wrong.
  10. hibit Spad

    Carvings

    Sounds to me like you need to learn about box modeling and topology control. Try these two Tutuorial sets at blender cookie: http://cgcookie.com/blender/2012/04/18/female-body-character-modeling-series-part-12-hands-base/ http://cgcookie.com/blender/cgc-series/learning-mesh-topology-collection/ Box modeling is akin to the drawings you may have seen in basic drawing tutorials. Where you start by outlining the subject as a series of boxes or rectangles and then add curves and start removing the bits of the box you don't need.
  11. First guess is you need to check which way the normals are facing. What's the Vertice count on this thing? Judging by the pic I am gonna guess it is pretty high. High vertice count mean high prim equivalence.
  12. Link doesn't work for me. I am on a weird internet connection so it might just be me.
  13. First off you can't just convert a mesh into a sculpt. Sculpties are a very weird creation that have some technical limitations and requirements. I suggest you read the information presented here: http://wiki.secondlife.com/wiki/Sculpt and you look at purchasing this blender addon: http://blog.machinimatrix.org/primstar-2/ Also, look through the videos on that last site as Gaia has some excellent videos on making sculpties.
  14. Chelsea Look at http://wiki.secondlife.com/wiki/Blender and you will find some pretty good sites for Blender tutorials in addition to what has already been recommended. . If you happen to find some particularly good videos please add them to the list.
  15. There was a time when flexible sculpts were a real possibility. LL had a special version of the viewer just to view the flexy sculpts. Then LL shelved it. Just another feature that everyone wanted but LL didn't see a need for.
  16. Part of your answer is in how poorly made the avatar mesh is. When LL made the avatar mesh back in 2004 or there abouts, there was no thought given to what they might eventually want to do to it or with it in the future. The result was something that worked at that time but now limits creativity. Take a look at how the vertices of teh mesh move as you resize the avatar and also look at what happens to the avatar as you move it through some yoga like poses. The legs will deform in very strange ways.
  17. Instead of going back into object mode look around at your model and you will see the non manifold vertices selected. you can then set about fixing things if you want.
  18. In edit mode Select > non manifold ctrl alt shift M Basically these are places where the mesh doesn't wrap back on itself. Like a missing face. As far as the decimate modifier, well it works but it chooses vertices based upon it's own programmed reasoning and things are not necessarily what you would want. So trial and error with this thing is the best approach. Make sure you save different versions (under different names) so you can go back in time if you royally mess up. Look at the loop tools to help you when it comes to reducing vertice count.
  19. NCI and Builder's Brewery both offer excellent classes on how to build.
  20. Off topic but I couldn't resist http://www.cakewrecks.com/
  21. Did you buy a sim? If not, then there are limits to how much you can change the terrain height by. When each bit of land was created LL shaped it and so each spot of land has a elevation it was given the serves as its base height. Most mainland is limited to elevation change of +-4 meters. So each spot can be raised or lowered 4 meters from it's base (original) height. On the textures, if you did not buy a sim then you have no access to the estate tools which is where you would change the land textures. http://wiki.secondlife.com/wiki/Terraforming
  22. Remove the trailing period
  23. Well it would help if we knew what program you intend to use to create the clothing. But incase you intend to use Blender try some of these listed here http://wiki.secondlife.com/wiki/Blender Specifically try this site http://blog.machinimatrix.org/. Once again these are for blender and do not address a suit coat specifically but I am sure you could adapt the techniques shown
  24. Here on this page is a list of blender tutorial sites. http://wiki.secondlife.com/wiki/Blender On http://blog.machinimatrix.org you will see a tutorial about making clothing in Blender.
×
×
  • Create New...