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Mandi Hotaling

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  1. I was just wondering if it is possible to upload a rigged mesh (hair in specific), in seperate pieces, or what is the easiest way to go about importing a hair from maya to secondlife? What I mean is have a "linked" mesh, one single item that is linked together in pieces... if that makes any sense? I'm trying to make this as understandable as possible. I'm having a lot of issues just importing the hair all in one file (obviously this isn't the correct way but I'm having a hard time figuring the right way out). If anyone has any info on how to properly get my mesh into secondlife I'd really appreciate it. It's hard to find tutorials or threads on this specific subject.
  2. Yes I have been able to get smaller projects rigged and imported into sl that isn't my issue, I think it may be like you said just too high of a poly count so I will try to seperate and upload in pieces maybe? It is hair that I'm working with so its really important I can texture the pieces how I need them, is there any tutorials of how to do this for hair? I've never really worked with UV maps for hair because I've been using sculpts up until now, I left sl for a while came back and literally mesh has taken over so I've yet to find a nice tutorial explaining how to properly export and import a hair or anything like that, or UV map hair. Thank you!
  3. I'm using Maya 2013 and having a hard time exporting my meshes properly. Sometimes they export fine, sometimes they just don't export at all and crash my program wether I use the in maya fbx_dae or COLLADA file extension in maya or the fbx converter seperately after exporting as just a .fbx. Not sure what's going wrong here, I create the mesh... combine it, bind it, paint all of my weights and when I go to export either maya just freezes when "writing output file", or the converter just stops responding. I can export with the opencollada exporter built in maya but the weights do not export. Any ideas? Thanks. ps* I'm also curious about linked meshes, is it possible to, instead of having a uv map texture for a mesh, be able to export multiple seperate polygons into secondlife as one linked object you can edit the textures seperately on? Or would you have to just export and import the files seperately and resize the mesh in secondlife and put it all together by hand? pss* (sorry), any way to import meshes scaled correctly... when I import meshes they are always tiny and out of scale, I know it isn't a huge deal but it's a little inconvenient at times. Thanks so much.
  4. hi there! im using 3dsmax (kind of experimenting at the moment), with creating a building within the program and exporting it using 3dsmax primcomposer... im pretty confused when it comes to the whole texture baking part, and some of the building features confuse me also. ive watched a very lengthy tutorial that is very technical about baking textures but im completely lost.... any easy to follow building/baking tutorials out there?! thanks!
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