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Pirschjaeger Fassbinder

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  1. Okay, I was beginning to think I was wasting time retopoing by hand, making sure the edges somewhat align where the base mesh bends. So my OCD is not totally misguided. I do not now about relaxing, but my OCD sure makes me do it.
  2. I have this problem too. I don't mind other people wearing more revealing clothes, but it just isn't me. I just go to a lot of different stores and hope there's a few more modest options. Sometimes there is, but this isn't a particularly efficient way of finding what I need. I also buy a lot of separates. I have a lot of knee length pencil skirts and they vary somewhat in their fitting and rigging, so I can usually find one of those skirts that can fit my various tops. I also sometimes use omega appliers or clothing layers (bakes on mesh) under some things like a lace tube top underneath a top
  3. I was able to modify the fingers of the kemono bento armature by doing the following: I updated the armature through Rig Converter ➡️ Cleanup Rig. I moved the fingers around. I snapped the base to the rig through Posing ➡️ Rig Modify Tools ➡️ Snap Base to Rig A little bit confusing, it's easy to mix up the two. The "↔️" button should not be selected. It should look like this before snapping:
  4. I was wondering what the hell the "moles" were. That explains it. Thanks.
  5. What version of Photoshop are you using? I use an incredibly ancient version but this is what I do... Make sure the mode is "RGB" if I'm dealing with just a grey texture Start with a background layer (appears as "Background" in italics in the layers tab) of your texture Duplicate that layer as a regular layer Go to the channels tab and create a new channel Select that channel in the tab Paste my alpha channel image Make sure my alpha channel and the combined color image are visible in the channel tab Save as .tga with the save option "Alpha Chann
  6. I'm (and others are) trying to be helpful here and sometimes we have to ask the seemingly obvious questions in order to troubleshoot your problem.
  7. In order to see emissive masks, you need the "Advanced Lighting Model" setting enabled in the graphics setting.
  8. A picture or few of your "failed" attempt might be helpful in diagnosing what is wrong. Also, it maybe helpful to know what program you are using to make the mesh with. If it is the alpha sorting glitch (as seen here)... You can either... Mix alpha blending with alpha masking to minimize the glitching. For example, your first layer of hair pieces will be alpha masking and the second layer (if not overlapping) will be alpha blending. or... Do what the person suggested at the end of the above post and in here... Order the vertex indices so that the outer meshes
  9. The reflection texture is really just a modified free reflection map texture that I found. I basically just searched for either "reflection map" or "environment map". I can't seem to find the original link though. But I bet with some experimenting and referencing a couple of reflection map images, you could create your own in Photoshop or any image editor of your choice with a mix of blurred color blobs and gradients. For the emission node, I used the light falloff node (quadratic) for strength. The light falloff node is found under the "Color" section of the "Add" menu. I *think* this ma
  10. I typically do this while utilizing Cycles. I usually have a cube with inverted normals that has emission materials for all faces, except for the bottom face. The sides of the cube are textured with a "reflection map"-like texture. The top of the cube is textured with a spherical gradient image. It typically looks like this: I also set the cube to not be visible in the render by going to "Object Properties" ➡️ "Cycles Settings" ➡️ "Ray Visibility" ➡️ Uncheck "Camera". You can adjust how "blurry" the reflection is by either blurring the textures or by adjusting the "Smooth" parameter
  11. I don't know how realistic this sort of shape is, because I would have thought that having large thighs at least in real life doesn't lend itself to having a thigh gap and more to having thighs that touch. But hey, I am a dragon on Second Life and that isn't realistic at all. If you are interested, you can search "shape proportion" on the marketplace, there are a few free to cheap tools there. I've used them to sort of base my own shape on. However, most of them deal with the length of the torso, legs, and arms and the size of the head. I haven't seen one that focuses on the wideness aspe
  12. You're welcome! I erroneously thought you were trying to resize them in pose mode. Since I am using RC7, I cannot recall if "Snap to SL Base" was missing or somewhere else in RC4. However, I am glad it works for you now!
  13. You are getting the distortions because you are moving the bone heads and tails around in Pose Mode. You want to be in Edit Mode. Here is how I would approach it. 1. Resize the tail mesh in Object Mode. a. Select the tail mesh and unbind it by selecting “Unbind from Armature” in the Skinning Tools. b. In either Pose Mode or Edit Mode with the armature selected, select the head of the Tail1 bone and hit Shift + S and then select Cursor to Selected. You should see the little red and white circle (the 3D cursor) at this bone head. Be careful not to click elsewhere
  14. Are you using Avastar or the Avatar Workbench? I would probably resize the tail mesh separately and then lengthen the tail bones by moving the bone heads and tails in Edit Mode to fit the resized tail mesh. If it's in Avastar, I would need to know what version to give more specifics.
  15. I cannot promise this will work in Avastar 2.0-23 or at least without difficulty, so maybe this is more for future reference. I did do this personal verison of this example in that particular Avastar version and it worked inworld, but there were no collision bones (like HEAD). I cannot attest the same for collision bones, however. In order to fit some mesh hairstyles, I made the SL default avatar head shape somewhat resemble the custom head mesh. I also had to fit the mesh head some to resemble the shape of the SL default avatar head. This will take some messing around with and a lot of tryin
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