Search found 213 matches

by Mike Lorrey
Thu Aug 09, 2018 6:44 pm
Forum: Building and Texturing
Topic: How to correctly upload mesh
Replies: 23
Views: 6205

Re: How to correctly upload mesh

You can Mike using Cycles render instead of Blender Render. You set up your materials in the material tab assigning the mesh to each one. Then for each material you use the Cycles nodes to create the result you are looking for and bake that result. Creating the materials and getting them mapped rig...
by Mike Lorrey
Thu Aug 09, 2018 2:49 pm
Forum: Building and Texturing
Topic: How to correctly upload mesh
Replies: 23
Views: 6205

Re: How to correctly upload mesh

ya and baking is buggy and painting takes time. I haven't tried ezbump - is there a link? I tried a couple of online normal map makers which no longer seem to exist and the Nvidia plugin for PS. I ended up paying for CrazyBump, which is somewhat crashy but saves a lot of time if the normal map shou...
by Mike Lorrey
Tue Aug 07, 2018 12:39 am
Forum: Building and Texturing
Topic: How to correctly upload mesh
Replies: 23
Views: 6205

Re: How to correctly upload mesh

I took a brief interest in hard surface modeling so I could get things like buttons and belt buckles looking better. There's a lot on the subject, most of it for Max or Maya but the concepts are the same as Blender. Short version: set everything to smooth in Object mode; you can try flat shading on...
by Mike Lorrey
Tue Aug 07, 2018 12:37 am
Forum: Building and Texturing
Topic: How to correctly upload mesh
Replies: 23
Views: 6205

Re: How to correctly upload mesh

Ok once I got the outrigger flight decks separated from the midsection of the ship, I uploaded the midsection, and it first showed up as 49k verts, but as soon as I hit "generate normals", it dropped down to 22k, which is still twice the 11k verts of the model in Blender, but I am curious as to why ...
by Mike Lorrey
Sun Aug 05, 2018 8:31 pm
Forum: Building and Texturing
Topic: How to correctly upload mesh
Replies: 23
Views: 6205

Re: How to correctly upload mesh

I have run into an issue where the meshermizer seems to grossly overcount the number of vertexes. I have a mesh that in blender counts at 22k verts, but the upload process rejects it claiming it is over 65k. I had to remove two parts of the mesh to make them separate pieces, so the main part is 11k...
by Mike Lorrey
Sat Aug 04, 2018 11:00 pm
Forum: Building and Texturing
Topic: How to correctly upload mesh
Replies: 23
Views: 6205

Re: How to correctly upload mesh

It doesn't seem to be an error per se, when it is uploaded it is showing the same insanely high vertex counts of the uploaded object as the meshermizer claimed, the problem is that this count is several times the vertex count of the same object in Blender.
by Mike Lorrey
Sat Aug 04, 2018 5:49 am
Forum: Building and Texturing
Topic: How to correctly upload mesh
Replies: 23
Views: 6205

Re: How to correctly upload mesh

I have run into an issue where the meshermizer seems to grossly overcount the number of vertexes. I have a mesh that in blender counts at 22k verts, but the upload process rejects it claiming it is over 65k. I had to remove two parts of the mesh to make them separate pieces, so the main part is 11k ...
by Mike Lorrey
Mon Jun 11, 2018 6:57 pm
Forum: Kitely Website Support
Topic: Unable to log in or reset password
Replies: 1
Views: 159

Unable to log in or reset password

My established password is not working to log into kitely grid. I went to the website and it did not recognize my established password and would not let me reset it. When I clicked reset, it sent the email to my mailbox with the link, but clicking the link brought an error on the kitely website. Ple...
by Mike Lorrey
Sat Nov 11, 2017 10:40 pm
Forum: Scripting
Topic: looking for linkset script
Replies: 4
Views: 1285

Re: looking for linkset script

Hi sorry, been super busy RL this week. Sure, that's not terribly difficult. See me inworld and we can discuss what you want to accomplish.
by Mike Lorrey
Sun Oct 29, 2017 3:24 pm
Forum: Other Support
Topic: Alphas being turned off by system...
Replies: 4
Views: 1024

Re: Alphas being turned off by system...

Please clone the object inworld and for that clone unlink all the prims, set the alpha for each object separately and restart the world. Were the values retained for the unlinked objects but were removed for the linked ones? I have delinked the linkset, and copied the building so there are now four...