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Showing results for tags 'normals'.
I have some knowledge of 3d mesh objects creation and I wanted to learn to create my own mesh clothes for mesh avis in Sceond Life. I went through some creation tutorials and I got the jist of creating clothes and sewing and some buttons work and even pocket creations. One thing I had issues with trying to learn in Blender 3d mesh creation was texturing. I know you can only add 8 materials per mesh object. And I know how to map out faces for texture applying in Blender. From what I saw in Marvelous is that you can have the normals and uv maps and specular created in it. Here is my question(s): 1. Do you export the normals and uv's and Specular maps FROM Marvelous and upload that into SL? Or do you take that to Blender with the mesh OBJ and assign it there after rigging? 2. Can you re edit the uv map by picking more faces to a mesh clothing item and if so what does it do to the Marvelous designer uv image then? 3. It was my understanding that Marvelous does all the mapping and you jsut take in the mesh obj clothes to rig it to body types in Blender and import that into sl? 4. Are the ao's uv maps, specualars and normal maps that creators import to give out as full perm from Marvelous directly or from Blender? Any help creators can provide would be so helpful I have looked and looked for this information in youtube can't find proper information.
Hi, I am facing a very weird bug I never saw before... I am working on a lace face mask. I use GLOSSINESS on my lace : https://gyazo.com/f69fc5eeb0319d39afd8ab392e07d1ce I use the ALPHA channel of the NORMAL map (as stated in the WIKI : http://wiki.secondlife.com/wiki/Material_Data) to adjust the GLOSSINESS level. But I do not have the same result when I use my NORMAL Map in Local or after I imported it in SL ! Do you have an idea or the reason of this problem ? GOOD RESULT with the NORMAL map in Local : https://gyazo.com/7bc209f29c3c8e63b6a043dceb468882 BAD RESULT once the NORMAL map is imported in SL : https://gyazo.com/5d7211a002306d328b07eb6b3f2b849e It seems the texture is damaged by the import into SL. But if I save back this damaged texture on my disk from SL, fix it on my disk and import it again, it is damaged again... grrrrrrrrrrrrrrrr It drives me nuts!
Is displaying a rich velvet texture such as silk velvet at all possible using specular and normals maps? Or can it not handle something like that? I haven't really seen materials enabled velvet textures that look like the real thing just by browsing the marketplace, so would it just have to be baked or painted in? Shiny things seem easy to make and map but something like this seems too complex for SL yeah? See the photo link for what I mean, with silk velvet the light is reflected more from the fibers that are on the side or edge of whatever it's wrapping around rather than from the front.