08-07-2015, 08:24 PM
Yes, it could be good to have this option.
08-07-2015, 08:24 PM
Yes, it could be good to have this option.
I'm seeing some issues with following the steps. I am able to select and UV map the first face group of my model (I'm making a proa-style, triangular sail), but after I make it external, I notice in my Geometry view that that face group's faces are invisible (see second attachment) ...
More of a concern however, is that when I follow the steps for the second face group, it puts the second face group in the first's texture file and UV map (see first attachment) ... I also tried creating separate materials, then selecting the face groups on the model, and RMB on the material > Assign to Selection, but that didn't get me past the combined texture file. Can anyone see what might be the issue? Thanks again for everyone's participation in this discussion. EDIT: Still learning how to post in this forum - the attachments are opposite in the order I added them, but I've updated the notes above (08-07-2015, 11:03 PM)mickeydsc Wrote: but after I make it external, I notice in my Geometry view that that face group's faces are invisible (see first attachment) ...I think that is the 2nd attachment. Yeah, in order to avoid that, in the options for Create Texture include Draw Faces option. It will use the face object color to draw. I never knew if that should be the right behaviour. Quote:is that when I follow the steps for the second face group, it puts the second face group in the first's texture file and UV map (see second attachment) ...When creating the new UV for an other group, before you start, you cannot forget to rename the last UVmapped material and its respective image. I also recommend you to close the AutoUV window after you create every texture. When you are editing the UV maps in the AutoUV you will always see all the meshes overlapped because wings will pick all UV mapping information for the object and process it. What I do recommend for that situation: use the context menu in the Outline window to Select the UV mapped material you want to edit, then open the AutoUV window (main menu Window->UV Editor Window). The window will be displayed with all UV maps overlapped, but with the desired one selected. Then, you use the menu Select->Hide Unselected Objects to leave only the mesh you want to work. You probably will need to use the edit tips to fix your current problem with two groups using the same material. It seems to be complicated, but after you get the way it isn't. Let us know if you need more help. ----- obs: we have only 300kb for attachment, so I recommend you to use any other cloud storage to share the images. In the editor bar there is a button for Photobucket. In case you don't have another option maybe you could try to join them.
08-08-2015, 03:42 AM
Thank you! That helped pull the whole process together. I was able to make my mesh with multiple textures. The import to Second Life with textures attached didn't work, but it did allow me to apply the individual textures once the mesh was imported. This is really going to help my builds - thanks so much for everyone's help!
08-08-2015, 07:58 PM
(08-08-2015, 03:42 AM)mickeydsc Wrote: The import to Second Life with textures attached didn't work, ...Did you moved the project or images used by it to another place? I ask because the exported file should contain the full path to the images and that could be a cause for images didn't be imported in SL. Otherwise, or we have a problem with the exporter or the SL importer doesn't understand the file being read.
08-09-2015, 01:01 PM
No, the files remained exactly where they were created. When I went to import them into SL using Model Import, I checked the misc setting for importing the mesh with textures, and I received a message saying there were no textures, but the import fee was higher than normal, so it was if it was confused. At any rate, I unchecked that option and brought the mesh in, then imported the texture files separately. I rezzed the mesh and then used SL's build tool to select the faces and apply the textures, and they worked just fine. It seems like the path was recognized for them, or at least the system could handle applying those textures separately. There did not appear to be an additional cost to do it that way.
08-09-2015, 01:17 PM
When I tested Collada Mesh files with OpenSim, I had to upload the mesh and texture separately. I thought that was normal since other programs I have used in the past required this. Maybe Second Life is different???
Try using OpenSim instead of Second Life. It has been a few years since I have used it but it was completely free to upload things at that time. Check it out... OpenSim I need to install it on my new computer. My old computer, that had it installed, died. oort |
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