Jump to content

Sienia Trevellion

Resident
  • Posts

    57
  • Joined

  • Last visited

Everything posted by Sienia Trevellion

  1. So I tried the tinting of each face and there is something definitely wrong with the hearts. As expected, when I tint the left heart both hearts tint the same color. When I tint the right heart it changes to it's own independent color. I can't seem to touch the chain to tint it, it's just a bit too tiny to grab. Perplexing as all the materials look right in blender! I'm going to wipe all materials clean in blender and try again. *Update: After looking at everything again I'm thinking I made a mistake with a modifier. I applied solidify to the collar only, but I think it's applied that to all the pieces since I joined them. I'll play around a bit more to be sure and see how/if I can correct it at this stage. **Yep, that was it. So esentially the solidify was hiding areas of the mesh that were correctly texture changing...at least I think that's what was happening. I'm not sure if you can actually apply a modifier to one area of a linked mesh or not.
  2. Let me ask permission first, I purchased it from the PXL creator. It was great on the shirts I made last.
  3. I'll do that this evening and post what the result is. Thank you once again. You've been so kind to me with all the help you've given.
  4. Thank you Rolig, I'll check the script again. I know it's very easy to miss the tiniest thing in a script...perhaps another look is warranted. I know SL was being buggy for me last night so I will try again. Sometimes this mesh/texture/sl thing drives me crazy even if it's fun! *Edit: It lets me add a texture to one of the hearts manually, but not the other. That's what makes me wonder if I made an error in blender when defining faces, though I can't seem to find it. Whenever I select a face in blender, it shows it properly.
  5. I thought the same thing, so I meticulously went over the script three times and found no errors. I then added a script into the mesh to check for faces to be sure....each was called out in chat and were correct in the script as well. I should have been more clear, when I touch the buttons on the HUD, the "right heart" and "chain" do not change. I've also checked all the names on the HUD meticulously as well. I wanted to rule out anything I might not have considered in blender. I did join the mesh before importing, so I don't know if that's confusing anything.
  6. What I've been doing as a step by step: 1. Create mesh 2. Rig it. 3. Set seams & unwrap. Save UV. 4. Create sizes for standard sizing. 5. Bake Ambient Occlusion. 6. Test mesh on beta grid. 7. Texture. 8. Import into SL.
  7. I'm no expert, I'm always coming here for help but this tutorial really helped me with what she is saying. Creating a high poly for textures and then using the low poly model. It's a great one. http://cgcookie.com/blender/cgc-series/low-poly-game-asset-creation-fire-hydrant-blender-unity-3d/
  8. I could use some thoughts or help on this. After having created a texture changing mesh recently I felt confident I could do it again. I'm running into some problems with the faces - I don't believe it's script related. I created the mesh and defined faces in blender, see below: Left Heart - Material defined: Right Heart - Material defined: Chain - Material Defined: When I import it into second life it all seems fine at first. I applied a texture manually to it and it seemed okay: Here's where it gets weird. I checked all the faces so I can apply my texture to each face with a HUD. Collar outside - Face 0 Pearl - Face 2 Chain - Face 3 Left Heart - Face 4 Right Heart - Face 5 The collar texture changes just fine. The pearl does also. When I click on the 'Left Heart' it changes the color of both hearts rather than only the left one. When I click on the 'Right Heart' nothing happens. When I click on the 'Chain' nothing happens. Here's one more thing, when I manually drop a texture on the right heart in SL, it changes so I know the material/face is defined, but it does not work when dropping the texture on the left heart. I wonder if the mesh flip flips upon import into SL. What am I missing/doing wrong? I've triple checked the scripts and the faces are defined correctly. I'm thinking I did something wrong with materials in blender but it's not apparent to me.
  9. An update for anyone who makes the same mistake as I did. I unlinked the two mesh objects and deleted one of them. Applying textures to it worked fine, the different faces were there. However, texture change scripts would not work. I ended up going back and unlinking the original model again and deleting the other mesh model this time. For some reason this worked and this model has zero problems with texture change scripts.
  10. That's really great feedback, I'm so going to do that. Thank you!
  11. I've been posting a lot on here recently for help as I'm making my first mesh items. Everyone has been really helpful. It's been hard but also exciting when you get the answer to something you've been struggling with. That said, while getting help I've been seeing other posts about high poly mesh and lag, land impact and LOD factors, etc. Let me say that for someone new to creating mesh, the learning curve (at least to me) is extremely steep. I've had to learn not only the basics of blender modeling but also: seams, unwrapping, texuring/materials, lighting, rigging, etc. Don't even get me started on weight painting, I haven't tackled that yet. So as a new-to-mesh designer, I find myself worried that I'll be one of the designers that does it wrong: uploading models that are too high poly, not well thought out, perhaps laggy, etc. I have a basic understanding of building low poly, but it's all still very new to me. When it comes to uploading mesh to Second Life and understanding how to make it look good and not laggy, I'm a bit....ignorant. I'm reading a lot, I'm watching tutorials...I deifnitely want to learn and I think it's important. I just don't exactly know what I'm doing yet. Much like learning mesh modeling, there isn't a list of things for performance to consider that's easily accessible. You just have to dig and learn as you go. I remember reading a post on here from someone asking how they can be an informed consumer. Codewarrior gave them a point of refence saying that a mesh clothing item when rezzed probably shouldn't be over 30 land impact. That was something I made a note of and learned from. Before that, I had zero point of reference on what was high and what was acceptable. I guess what I'm saying is...I want to be a good mesh creator but I need help getting there. I would love to even give a few of you something I make and get feedback after the fact. I would love a few bullet points on things to consider, a range, a reference point if you will. So many things you might take for granted as basic knowledge isn't even on my radar screen right now. I've heard dozens of creators who are learning mesh say the same thing, so I know I can't be the only one with this on my mind.
  12. *BLUSH* I feel so junior! Here's the odd part, I did choose "selected only" and this is happening on all of my sizes. I suppose I somehow did this on the original and then when I made additional sizes from it - it's causing the same thing to happen. I'm going to have to go back and check my files to see how in the world I selected two of them. I guess by having problems along the way I just keep learning Would it be a big deal if I just deleted one of the linked objects in Second Life and attached the remaining object? When I tested this obviously the LI dropped and it seemed to still be rigged and attached ok.
  13. I've got another question for everyone. I've created a simple blouse for all 5 standard avatar sizes. I've created materials, rigged them all and saved them. When I get to the upload window for Second Life, it shows as two blouses in the preview window. When I then select skin weights, it only shows as one blouse. I don't know if this is right because I'm still such a noobie to mesh. I assumed it was correct because after uploading it and attaching it, the rigging worked and it attached as one seamless shirt without any obvious issues. When it's rezzed, it's also two objects linked (one up in the air, one down lower). I'm finalizing textures and have created a texture change hud. Before I get much further along I thought I better check to be certain I'm not making a.... mistake! Thanks all.
  14. I love you guys. Tested it and it totally worked with just 5 textures. Thanks again for helping me, I appreciate it so much!
  15. Gotcha, this all makes sense. I've just never never done texture changed mesh, so I wasn't sure how it defined the faces. Going to do a test, thank you once again everyone.
  16. Okay, another question. I have created a mesh shirt in blender 2.66 that is one object. I have a v-shaped section on the front that I want to apply a fabric texture to (let's call this fabric 1) and I want the rest of the object to have a different fabric (let's call this fabric 2). I want the shirt to texture change so that the wearer can click on either "fabric 1" or "fabric 2" and have them change between 5 different fabric choices in each area. So two questions. 1.) Do regular texture change scripts work in mesh? 2.) I have defined the two different areas on the shirt with materials in blender and assigned the fabrics for each. Would I save my textures for each material area as a separate uv texture, or would I save them together on the same uv texure. Saving them alone would mean I'd create 10 different textures (5 for each area). Saving them together would mean I'd create 25 different textures. I hope this makes sense.
  17. I so feel your pain. I ran into a lot of brick walls and dead ends when searcing. I also didn't know what the proper pipeline was and not too many people are eager to help, though this forum was awesome. I'm no expert, I'm still asking question on the forums and everywhere else I can to get the information I need. I would have killed for a list of steps with included links at the start of this. I'm glad to send you what I've found and hopefully it will help. Just drop me a notecard in world and I'll respond with all the great stuff I found: 1.2.3 steps, tips, tricks and links.
  18. There are a lot of ways textures are made. I create my own either from scratch or by sampling an image and taking a small part of it. For example, maybe I want to make a brick wall. I might take a few photos of brick walls around the neighborhood myself. In photshop I then cut out the bricks and mortar that I like. I piece these together until I achieve a look I like. Then maybe I decide I want to make it look like there is an old plaster wall worn away with bricks under it. I'd then take a photo of plaster, place it over the bricks in photoshop and then erase the areas of the plaster to show the bricks underneath it. Maybe I'd then add some vines on top. Then i'd consider that my own created texture from multiple sources. If you're looking for free images to get started instead of taking your own you can subscribe to photo sites that give a free image once a week. You can also use sites such as: http://cgtextures.com/ I hope this helped! Oh, one more thought if you are just learning... you can buy textures off the marketplace and then do something like what I described above. Mix and merge them (assuming you have full perm rights to the images). Use the metal edge of one next to the wood of another for example. Best of luck!
  19. I'm just getting into standard sizing as well. This doesn't directly answer your question, but it shows how the sizing is done and really helped me.
  20. That's really cool, thank you for the archive information. I will definitely check that out. You also make a great point about the computer specs *blush*, next time I'll offer it up in a quickness
  21. Thanks for your response once again - I think I owe you! I also don't think I explained myself clearly. I downloaded the standard sizes from the marketplace so that my offerings will be standard and fit the most sizes on the grid possible. I want to be able to offer standard L, M, S, XS and XXS. This is the link: https://marketplace.secondlife.com/p/Standard-Sizing-Package-Updated-Male-Female/2894727 I also downloaded the workbench, it's awesome. So what I need to do is use the sizes I downloaded above with the functionality of the workbench. I'm thinking I can just load the sizes into the workbench file and copy the weights there. The standard sizes are the ones that don't have the three separate body parts. Just wanted to clarify. I'm well versed in Photoshop so the alpa for the meshes shouldn't be a problem, I just thought there might be a way to work in blender and actually select the area of the mesh clothing to create a perfectly shaped UV there, then work with it in Photoshop. I hope I'm making sense. Ashasekayi does it in her tutorial but it was done in version 2.49. *Update: If I import each shape in as an .obj file, they actually do have the head, torso and lower body separate. So this is perfect, solves literally everything I need. Just tried it. THANK YOU FOR EVERYTHING
  22. This is great and really is much simpler than I imagined. Now I can get to rigging all the things I've created, yay! You don't happen to know of a thread that shows how to make an alpha for your mesh clothing in 2.65 or 2.66 do you? I'm using the standard size avatar meshes and they seem to be one object, not 3 (head, torso, lower body) so I wasn't able to successfully follow Ashasekayi's video on that. I can make it by hand visually using the avatar mesh as a suit in SL but it seems there is a better or more efficient and accurate way like in her video. Just can't seem to find it for 2.65 or 2.66 yet. Going to dive into videos and threads to see what I can find.
×
×
  • Create New...