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Pierre Ceriano

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About Pierre Ceriano

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  1. (Warning : assumed unconstructive answer) Hum, guess I'm going to cry :) Can someone please explain the models bought (or ripped off) external libraries are mostly never upload-ready ?... And indeed 250 U$ for a 3d model is in short a lot of money.
  2. Guess around 570 years with a Nasa's computer... Something to win ? 😎
  3. Hello ainst, you may have some tips and trick at that thread : Good time in Blender
  4. Maybe not all the best but here are some stuff that helped me a lot, and still help me (no specific order) : How to use a specific offset pivot point with SL mesh Texturing your mesh without having black lines or seams Strange white line in AO Blender - Pixelisation on bake Blender - Bake shadows with a transparency alpha Blender - UV unwrapping, pinning, pack islands... Blender - How to stitch multiple vertices in UV map ? Blender - Bake settings Blender - AO mapping closed interiors Texture optimization From Blender 2.79 to 2.
  5. Bonjour Lemickeyyy Tu te rends sur la page Internet de Second Life : https://secondlife.com/ En haut à droite tu click sur Login Colonne de gauche, tu déroule Compte dans la section Accueil et tu choisis "Modifier les paramÚtres d'emails" L'email est partiellement cripté d'astérisques mais il peut te donner une piste.
  6. I share this point of view indeed. From a technical point of view, persons who master building in-game have good prerequisites to create maximised meshes. And to understand how materials work : a good proof is the way the water will work on a mesh, with the usual scripts. Primitives in-game are our mother-meshes, we should not forget it
  7. I had this one time. I had an oldest duplicated version of the model, superposing the final version with the eye off in the outliner. Didn't remember I had made this duplication ^^
  8. Hum.... For me a builder is someone using prims in-game. And so, for me a master builder and over is someone mastering so well his/her build that I may doubt it's prims made
  9. Maybe I don't understand all the scope of your issue but there's a thing drawing my attention : your lowest model is 3 triangles and your object owns 6 materials. Your lowest model should own at least 6 triangles with one different material each triangle. Same for the other levels : you must check they all have the six materials named after the original mesh's. I always create the lowest models from a duplication (SHIFT D) of the original mesh because sometimes the uploading window generate engine won't do the job well. Also, if I use the Decimate modifier, I always check the operati
  10. Bonjour Pierrot et bienvenu sur Second Life ! La recherche Ă©voquĂ©e par marcov existe aussi Ă  partir du viewer : clique en haut "Content", dĂ©veloppe le menu et choisi "Search". (Racourci : CTRL F) Une fenĂȘtre pop-up s'ouvre dans laquelle tu cliques l'onglet "Websearch". Ici tu peux taper des mots-clĂ©s comme "Français", "France", "French" et d'autres. Tu auras alors un choix finalement assez vaste : 1316 rĂ©sultats pour "France" dans la rubrique "Everything". Pour chaque ligne de rĂ©sultat, tu cliques sur cette ligne et elle se dĂ©veloppera. De lĂ  on te propose d'adhĂ©rer Ă  des groupes ou
  11. I searched with "Shadow map" instead of "AO maps" and found that one. It is for Corel x4 but I suppose it will be almost the same for Corel x8. Waiting for the feed back of my friend.
  12. Well my friend is seeking for a tutorial for using the AO Maps like this one for Gimp users. Tried to google but did not find any. Maybe we are not searching with the good tags. I'm French native and he is German and we didn't find any in our own languages too. Thanks again.
  13. Hello the community and thank you in advance ! A friend of mines is using Corel x8 home and student edition and never found how to use the AO and UV maps provided by mesh creators. I googled several sentences and didn't find myself too. Both in English and French. Any helpers around ? Pierre
  14. Thank you here for the help in understanding texture definition for SL use. Kind of existential questions I ask myself since I create assets for SL ^^ I also consider bicubic is "better" than bilinear. Bilinear leads to add a not wanted difference to the "soft" effect of the texture or image. (Sorry for the vocabulary, English is not my native)
  15. Sorry to bother but, for the ones not following that specific project, what an arctan mesh is ? To resume. Thank you the community
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