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Found 3 results

  1. Sorry for the fairly noob question, but I'm really struggling with this one. I've successfully created normal, diffuse UV maps from Blender 2.9. I did check the export to SL option. However, when I import the mesh object into Second Life and the texture maps, they are not aligning to the faces. In fact the mesh, which is a single prim, doesn't appear to have any set face in SL. How is it that I've been able to create UV maps and apply textures to faces in Blender 2.9 but despite clicking the export to SL option, SL won't recognise where the faces are on the object in SL? I know I've missed a step, but what? How it looks in Blender 2.9 https://gyazo.com/007580b905549fd83ee58892e03f8b73 How it looks in SL https://gyazo.com/835198c554289e0cfc073eb74b13c0a8 (note: I'm just using the normal as diffuse so you can see how it's not lined up) It might have something to do with unwrapping, but it looks so different in 2.9. Thanks for any help.
  2. Hello everyone! I recently grabbed the skeletons from the wiki and wanted to know how I can select the uv maps separately? As in, just tapping L to highlight them. I had cut the edges of the mesh to separate it in the second picture, but I ended up with this break in smoothness between parts. So I went back and marked the seams... voila! I can select them individually with L. So now the question is, how do I get it to bake ONLY the highlighted UV mapped area instead of all 3?
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