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Lupo Ellison

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  1. Drongle McMahon wrote: If you don't upload textures along with the mesh (I never do) it doesn't really matter whether you use the same Blender materials on each mesh or whether you have a fresh 8 for each mesh. The limit is for each mesh, not for the whole upload. The only thing that matters is that the indexes must be properly matched in all the LOD versions of each mesh. Whether you then apply different textures or the same in-world is up to you. This is really important to know, thanks. Abuot the textures import, I have 15.000 textures in world. This is why I only need to save the UVs in Blender.
  2. To have many mesh and each one with 6 materials, I used the same cube, and duplicated it many times, so I had only 6 materials and I could select and texture the single faces of the whole building in world. I saw that if I add more mesh instead of duplicate the same one, I'd have 6-12-18 materials and so on. I imported the spiral staircase as single item, not in the same .dae with the building. In the next building, a bigger industrial one, I'll try to join some part to have midsize blocks and to UV map these blocks in Blender. Bye the way I have plenty of time to test mesh because at the moment less then 5-10% of resident have the right viewer for Mesh. I can't ruine my sim wich is in the official destination guide by rezzing mesh seen like sphere or bad textured prim from 90% of the visitors. I rez Mesh only in hidden sandboxes. And I think the same, at the moment, about selling mesh items. I hope things will change in a hurry.
  3. It is exactly as you write, Drongle. I let the 0.4 weight mesh prims unjoined, in Blender, for a better texturing and modifying the building in world. In this way, I could sell the prefab copy mod and the costumers would have an easy life in changing the prefab in their style, like it were an ordinary prim prefab. Maybe I can choose a half way with some part joined and some other not. But the best way i think is to let the building as it is, which means 12 PE, plus the unlinked doors 2PE. I could use a rez faux to move house and doors togheter. Thanks for explaining the situation and for the useful solutions.
  4. I imported a test mesh 2 floors cabin for land 512 built in Blender 2.5, texture layout included. The 30m x 14m building has a 13 steps spiral staircase, a patio and a terrace and it is about 45 prim with ordinary prim, but I optimized LOD and physics so I had a nice result. These are the numbers of the imported cabin with default gray textures 32x32: 1 object (23 prim - 12 PE) - physic weight 10.7 - render cost 2006 And these are the numbers of the same cabin after my planar face by face inworld texturing with 512x512 textures. 1 object (23 prim - 12 PE) - physic weight 10.7 - render cost 2130 Both houses I'm writing above are the physic already enabled by changing the features settings from convex hull to prim. I was satisfied, so did the final touch by adding 2 sliding doors. Each door is 1 prim and 1 PE, Physic weight 1.0 render cost 36 After linking the 1st door the buildings PE goes from 12 to 24. After linking the 2nd door the buildings PE goes from 24 to 25. Both doors have the same script. These are the final numbers of the cabin, 2 sliding doors included and linked: 1 object (25 prim - 25 PE) - physic weight 10.9 - render cost 2259 Where do you think could be the problem? The interaction between the script and the building, or other things?
  5. Just uploaded a hollowed octagon. In the menu edit build I read: 1 object (1 prim, 49 prim equivs) selected. Physics wheight 48,7 - Render cost 70 I rezzed it at my enabled for Mesh sim (Magnum server), and saw in about land that the primcount of the item seems to be = 49 If I properly understood, is the primcount of a Mesh in the words: "49 prims equivs" ? So for example if a person has a 1024 land with 234 prims available, after rezzing the octagon, as swimmingpool maybe, more then 1/5 of the available prims are gone.
  6. In the end I did in this way: from the top heather of blender I choosed UV editing menu, then opened a 1024x1024 texture from my pc, then I assigned the texture to the faces with Unwrap menu, and see the results by viewing the item textured. Then I choosed from the down heather UVs > export UV layout to file. Then I export the thing to SL and when I rezzed the test cube in Second Life the mesh was textured and with the layout I choosed on Blender. Obviously I have to test this way with more than one texture, and with other shapes but now I'm at a better point. I'ts a beginning. Thanks for your help. Lupo
  7. If rigged mesh are used for avatars only, I don't need to import rigged mesh at the moment.
  8. There are no problem in add the texture in SL and work on the setting in planar, but when I select the mesh in edit mode > select face, I have the whole mesh selected, so I couldn't, for example, add a single textures to a single face or to a group of faces. And each face needs obviously a different setting. For me It would be easier and better to add texturing in Second Life, cause I have not less then 15000 textures in my inventory, but if the best way for a nice result to texture a mesh is to do it in Blender, I need to understand the right procedure.
  9. I imported succesfully any meshes in second life, but couldn't import these items textured. I (about) understood how to texture single faces in blender 2.5, then I tried with file > external data > pack into blend file to get a big file with item and textures. Then after opening this file, I exported it in file .dae with the exporter collada inside blender but nothing. In the end I could export in Second Life these test meshes, nicely built, a buoy a small bridge and a half icosphere as cupola, but always without textures. I tried to find tutorial about this texturing and import texturing items from Blender 2.5 to second life but found only something about 2.49. So I ask here some suggestion here about what to do, or if you know about tutorials for this procedure. Many thanks Lupo
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