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Found 22 results

  1. Hello. I apparently have a IQ less than 6 and don't really understand these instructions that came with my mesh. It was about applying textures on a shell mesh (the "clothing mesh" or something like that). It read: " ::Applying textures on the Body Shell(s) (the clothing layer):: 11.) Select the chest of the Body Shell for select the top group of faces. 12.) Locate the upper cloth texture you will use, and drag it to the Texture box of the Edit Tool window. 13.) Repeat steps 6 and 7, but select the forearms instead, and the same for the hands. 14.) Select the leg of the Body Shell for select the top group of faces. 15.) Locate the lower cloth texture you will use, and drag it to the Texture box of the Edit Tool window. You have two shells for apply two different layers of clothing." So I did what the instructions said and when I applied the textures on the chest of the mesh, it came out wrong (I checked the "select face" option). I tried looking up how to texture meshes and all that came up was about mesh clothing and not avatars ☹️. I don't understand clothing layers or applying clothing textures to meshes or what a shell is its all so confusing and literally no where on google explains this stuff. The mesh is a Anthro Anim mesh if that helps, out of all meshes I've seen, his are the only ones I know where a 'shell" exist.
  2. So I am trying to learn how to create emissive masks. I've gotten everything just about done: I chose a test texture, created a mask in Photoshop (all parts show up as red that I do not want to glow in-world, and the vice versa for white), and saved as a targa (.tga) file. I have tested it in-world and... no emission, I can't even use the menu to change it, the dropdown is grayed out. What am I doing wrong? Can I get some advice? I am not new to texturing but I am new to this type of texturing. I have a feeling I am quite close to having this figured out, but I do not understand why it's not working in-world.
  3. Hello, I am having the following issue since the last few hours. I make a tattoo in Photoshop, save it with 60% opacity as PNG, then upload it to SL and open the texture, transparency looks ok. Then I set it as the texture of a prim cube... the tattoo image appears 100% solid. But if I save the same tattoo with a 49% opacity as PNG and apply it... the transparency appears to be fine. Repeat the process, but with 50% opacity... solid tattoo once again. 😤 Further tests: 33% opacity = Working fine 66% opacity = working fine 70% opacity = Solid tattoo 75% opacity = Solid tattoo with some extra black pixels on the borders And I find this even more confusing because up until yesterday I was making tattoos with 50%, 55%, 60% 80% 85% opacity in Photoshop, and all of them looked and are still looking fine when applied to the prim cube or my skin. 😧 Thanks in advance for any advice in this matter!
  4. I am looking for somebody who can do me good quality meshing for lingerie specifically, and evening wear (dresses). I would like it rigged for Maitreya, Hourglass and possibly Belleza. I am willing to pay well. Contact me please Also the texturing too please.
  5. DrakeNekron

    uploading mtl

    I'm currently using the 3d builder program that came with my laptop, which sadly doesnt save anything as dae files. I was told it;s easy to convert obj to dae, but the ones I've uploaded to Blender don't have any texture or color from the original file. Is there a way to upload the mtl files that were created along with the obj's as textures to apply to the dae files i upload? Right now I'm just working with basic texturing and simple shapes, so it shouldnt be that difficult, right?
  6. Hey guys. So I am working on a skin for myself. My own shading and everything, however I use a mesh body(Maitreya/Belleza) so i'm unable to test it without being on the beta grid. My issue is i'm uploading tons of files only to find the thing I found wrong, that I fixed, broke another seam, and it goes on and on and UGH. Realtime updating would make this easier, but I don't know how to accomplish this as i've been unable to find any dummies or anything that work for it. This is absolutely EXHAUSTING. I've been working on just the top layer for weeks. WEEKS. I'm pretty much going blind here, and i'm only a beginner at this(texturing/skinning), so it's really stretching me thin. Does anybody happen to know any methods that will work for me to not have to log to beta grid every time I want to work on something, and also have real time updating? Please, any help would be greatly appreciated.
  7. I just wanted to share this interesting article I stumbled across where someone built an entire environment in Unreal with the goal of only using one single texture. One-Texture Environment And here's a thread on Polycount where the artist posted WIP shots over the course of creating the environment. Granted, the artist here uses a lot of technical tricks that aren't available to SL users but it's still fascinating. And while this is on the extreme end it does highlight how much emphasis is placed on optimization for realtime 3D art outside of SL, something I wish we'd see more of in this community. While modular textures are common in game design, I can't say I've ever seen the particular trick used in content made for Second Life. If we ever want to see better performance in SL, and more reasonable hardware requirements for what we see on screen, it's something the SL community really needs to push towards. The thread in General regarding the Crystal Cave skybox LL released for Premium accounts got me thinking again about how LL's in-house content should really do more to showcase good creation habits that users might learn from, or at least be able to see examples and the performance gains possible.
  8. I have been having an issue when manipulating textures in the edit texture window. I find that when I am trying to change the values (scale/ repeats/ rotations/ offsets), they will snap back to original value. I am not using material maps, basically just putting texture on a plane. I have tried just using the up and down arrows, inputting the new value and hitting tab or enter, adding multiple 0 after ( 1.000000)... nothing seems to be helping. Please, Help!
  9. Viewing alpha with CTRL+ALT+T got an update as per https://jira.secondlife.com/browse/BUG-216268 Red - Bad - Alpha blending. Blue - Good - Alpha masking. Alpha blended textures are expensive to render, editing what objects I could on my land and switching them from blended to masked alpha on the texture panel, then fiddling with the cutoff till it looked ok, I got a solid few extra FPS .. and the trees & grass actually look better, more like leaves than giant green haze. Spread the word
  10. I have an Android tablet and pen, and I'd like to be able to do some basic clothing texturing on my tablet. I'm not looking for anything fancy, just texturing some of the mesh clothes I'm learning to make in Blender. It's okay if it costs. Any recommendations for sketch or drawing apps that might work?
  11. heyas, guys! i was working on my mesh dolphin on the beta grid. i used a custom texture (95% white grey) in the "shiny" setting, so that i could access the shininess settings and tweak them. i came up with a good setting of 33 highlight and 33 environment for the skin. not SHINY, but... you know, wet looking, like a dolphin. when i went to the main grid, i uploaded everything (mesh, textures), and when i applied the 95% brightness to the shiny channel and set it to 33/33... it was barely shiny at all. so i cranked it up until it looked as it had in the beta grid, which was very high. then one of my beta testers mentioned that it was way too shiny. like eye-hurtingly shiny. my question is... what could be causing these discrepancies in the appearance of the shine? i'm using the firestorm client, on both grids. is it the client? is it the sim windlight settings? is it some preference about 'basic shaders' or something? (but i can still see shiny, so it's turned on.) are the custom shiny controls not actually active on the main grid? or something? i'm just confused, and now i don't know how shiny to make stuff.
  12. I'm sharing a resource that would be helpful, it's not an SL group. Commission Central is a Discord created as a community to share art and link up content creators with clients. https://discord.gg/dbxcqNz If you're into building and texturing you can find others sharing their work and wips in the community and bounce ideas and questions off each other. Please join others in sharing this helpful resource!
  13. I have been helping behind the scenes build rp communities for years. be it simple cars, textures, trains, some of the best custom building or sim layouts, racetracks, housing communities, and so much more. My waiting list is finally short enough to begin advertising again. https://www.flickr.com/photos/rprides/ find me on flickr to find my work. theres virtually nothing impossible in sl. let me help make your dream a reality.
  14. I wish to begin building and learn its craft. For my first project, I've chosen to create a small simple changing room. Using the creation tool, I enlarged and elongated a hemisphere. Now I'm hoping to learn how to create a door on hinges with an inside lock to access and secure the inner space. Also, is it possible to texture the inside surface of the hemisphere different from the outside, perhaps with a texture changer in the shape of a control panel, that might also include an interior adjustable lighting switch? Any assistance with this first project of mine would be much appreciated. Thanks for reading this post, and your consideration. Robert, AKA ChoiceRider
  15. I've noticed quite a few meshes in-world often have black lines on their textures, either on the edge of the mesh's UV seams, during download, or when viewed from a lower LOD, like so: Poor Suzanne is falling apart at the seams! But did you know these can be hidden/obscured? It is actually a quite easy process and there are two ways to do so, however, both methods rely that you space your UVs islands out by at least a few pixels(8 is usually enough space between each island). This means not packing your UVs so tightly that they touch: The first method takes place inside the texture painter tools. When texture painting, you have a option called "Texture bleed". In blender, this is found in the Options tab when using the Texture Paint tool: This will paint outside the UV just a little bit(In the specific image above, by 8 pixels. My preferred setting is about 4 with fine tuning of it later). As for the rest, just paint as you normally would! The second option is to post process your texture. Preferably, paint on a transparent texture, this makes this process a whole lot easier. This in specific is for GIMP, but there are similar tools for photoshop. I think photoshop might even have it built in? I could be wrong, I haven't used it in forever, but the plugin I use is this: http://polycount.com/discussion/114616/uvpadder-filter-for-gimp-2-6 Should your texture currently look like this: You will need to erase the black unused areas of your texture(You can also choose to delete by colour, but be careful with this, it may have undesired effects!). When done correctly, you should end up with this: So what about that plugin? We get to use it now! Select your entire canvas and go to "Filters > Texturing > UV Padder", this will make your image look like this: You may ask why this is good, it just filled the image with random colours! When it did this, it only replaced transparent, unused portions of the image. It didn't touch pixels that are fully visible. Lets take a look at Suzanne now that we followed one of the two steps above: Suzanne is once again in once piece! I hope someone will find this guide useful. Should someone wish to look at the files, I've uploaded them here: https://cdn.softhyena.com/felix/Suzanne_Texturing_Tutorial.7z Although the files provided come in 1024x1024, for this demonstration, I scaled them down to 256x256 to illustrate the effects easier.
  16. Hey Beautiful Community! I'm looking to hire an amazing mesh and texture artist with experience creating complex and realistic mesh clothing, shoes and accessory items in Second Life for an ongoing, long-term arrangement. I'd like to work with someone I can speak with and share my crude designs, fabric selections and notes to bring my designs to Second Life with exceptional quality sculpting and texturing. Here are the skills I'm looking to employ: - Expert level mesh sculpting in regards to clothing, shoes and accessories - Hyperrealistic texturing - Rigging to SL mesh bodies (specifically Maitreya Lara, Slink Hourglass, Belleza Freya & Isis) Of course, I'm ready to pay top dollar to work with someone who ticks all the boxes and has the applicable experience. I'll be purchasing all ownership and re-sale rights to the mesh that you create per our agreed upon contract - we'll get into the specifics if we make a connection. Don't worry, I'm not new to this industry and we'll both be well taken care of! If you meet these requirements or know someone who does (and are looking for work), please don't hesitate to reply here, send an email to runijinx@gmail.com or contact me in-world: Runi Jinx with information on your previous work. Looking forward to starting this new venture! Let me know if you have any questions. <3
  17. Just a simple and easy question about the amount of samples for 512x512 image size. I have been struggling getting the right quality textures, if I can know the right amount of samples that way I would only do minimal work on PS afterwards. Thanks in advance! I have the default 200 = samples 32 = preview
  18. I have Substance Painter already and Designer is on sale, via Steam Summer Sale. I am lookin for getting Designer too, but the question is. Will Substance Designer help me out on texturing work and those who have either or both programs, how can I use it to get what I need for Second Life? I know I have to export the textures and I think I have it set, but when I make a new project, it gives me a template. Just wonderin if anyone who has it, can you help me or point me to some form of a tutorial?
  19. Hello! Pretty straightforward question here: How exactly do you create/apply asymmetrical textures? I could not find any straight forward tutorials for this, or knew really what to look for, so if I can be pointed to one, or just told how, that'd be great! Thanks
  20. Hello! I am attempting to apply a custom texture to the Paws Ferret Head, but when I do, this happens when the eyes blink. Read the instructions and couldn't really find anything about the eyelids... Anyone know how to fix this? Much thanks!
  21. Hey everyone! I need some help for the texturing of a mesh i bought. I would like to create a dress which is semi transparent in the lower part and completely opaque on the upper side. (see the image). But when I try the texture on it I can see through it the other side of the mesh. And this is really annoying. https://gyazo.com/199bed91c141b575b404117a096fa69d I know it is an issue of 32 bits images and I made tests with both png and tga formats but I solved nothing(I'm using photoshop cs6). I know even some people manages to handle transparencies with GIMP, but no idea how. Someone knows how to get rid of the problem?
  22. hi, i got the kemono av and a custom texture for that one I need help for fittin the Texture i got for the kemonobody to some digi legs i got also for that av the Legs are usin a different Uv map than the rest of the body dose i only knew few basics for texturing so i need help for that if ur interrested just IM me Rhado2496 with ur price offer
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