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AbbyRosseta

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  1. Thank you so much Gaia, for taking the time to comment! You dedicate so much time and effort to all of your replies. I greatly apprecitate it and I'm sure newcomers, like myself, do as well! So, before removing edge loops and vertices, I trigulated the faces and checked to see if any of the faces had 4+ sides. Turns out that one of the faces had 5 sides, which was preventing me from uploading the shirt and instead giving me "Missing..." etc. In conclusion, I was able to upload the mesh without any issues after that, but I do agree that I should work on creating less dense mesh in the future. Again, thank you so very much for offering actual help and for not being condescending!
  2. ....*toots* I understand the mesh is dense for a fairly simple mesh shirt but that is because I'm only a beginner and learning my way around zbrush. With that being said, there was no need for you to be snarky in your response.
  3. I understand there has been a lot of posts on this subject but I'm still having trouble uploading a mesh I created to SL. Does anyone have an idea as to why this may be happening? Here's a photo! The mesh is rigged using avastar. Let me know if you need more references.
  4. Wow, thank you so much for responding to my forum Gaia. You just made my life so much easier! I greatly appreciate it!
  5. What is your workflow or what do you suggest? From my understanding, instead of importing the standard sizes available in the marketplace, I would change the sliders (Avastar Shape in the Object tab) to fit the measurements for each of the standard size shapes (XS, SMALL, MEDIUM,...ETC). Note: I'm not interested in creating Fitted Mesh
  6. Noob Alert! I textured my low poly mesh with both a normal map and ambient occlusion but now I'm not exactly sure how to go about texturing the shirt I've created. How would I be able to combine both uv's and texture my shirt in photoshop? Both uv's are in the same texture tab thinger...not sure if that is the correct way of doing it. Anyways, I would greatly appreciate it if someone would explain it step by step. *Quick Note*: I sculpted the high poly mesh on zbrush and transfered it back to blender along with the low poly mesh in order to create the normal map and ambient occlusion. For those who use zbrush to sculpt, is there a easier way of doing this on zbrush?
  7. What would you reccommend first, when creating mesh using the Standard Sized Avatars. Should I work directly there? Or work first on the Workbench Avatar, and later import it to the Standard Sized Avatars?
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