UV Mapping in Blender for Second Life

A video on how to do UV mapping in Blender for Second Life.

Пікірлер: 24

  • @Eispoo
    @Eispoo Жыл бұрын

    Love your style of teaching. Easy to understand. Thank you very much for making these tutorials.

  • @lawtonsteele1734

    @lawtonsteele1734

    Жыл бұрын

    You're welcome. Thank you for watching.

  • @anothercbrowner
    @anothercbrowner5 күн бұрын

    thanks for making this tutorial bro

  • @alejomdp
    @alejomdp Жыл бұрын

    You really explained some little but very important things other videos don't. Thank you very much!!

  • @lawtonsteele1734

    @lawtonsteele1734

    Жыл бұрын

    You're welcome.

  • @Warloth_SL
    @Warloth_SL Жыл бұрын

    The best blender video I watched for secondlife. Thank you!

  • @lawtonsteele1734

    @lawtonsteele1734

    Жыл бұрын

    You're welcome.

  • @Perseus109
    @Perseus109 Жыл бұрын

    Must see for all new creators! Thank you so much!

  • @lawtonsteele1734

    @lawtonsteele1734

    Жыл бұрын

    Thank you for the kind compliment. You're welcome.

  • @emmaadraincem1402
    @emmaadraincem1402 Жыл бұрын

    Thank you so much, Lawton.

  • @lawtonsteele1734

    @lawtonsteele1734

    Жыл бұрын

    You're welcome, Emma.

  • @lawtonsteele1734
    @lawtonsteele1734 Жыл бұрын

    Someone asked me to do a video on shadow on transparent texture (they deleted their post). While you can render shadow on transparent in the renderer, you can't bake shadow on transparent currently with the cycles renderer. The only thing you can do right now is bake the shadow on a texture, and then use something like Photoshop or Gimp to mask the shadow and make the background transparent.

  • @kimkassy5817
    @kimkassy5817 Жыл бұрын

    I’m just starting to learn blender, that was soooo helpful! Do more please 😊😊!

  • @lawtonsteele1734

    @lawtonsteele1734

    Жыл бұрын

    Thank you for the kind words. I will consider doing more.

  • @khristy-9691
    @khristy-969110 ай бұрын

    A+! I was running into some issues with baking my maps via sub paint. specifically with my ambient occlusion map. it was glitching soooo bad in sub paint. but it works fine here in blender

  • @snowlord5295
    @snowlord5295 Жыл бұрын

    this is a great tutorial! I'm gonna follow along and see what I can do. the baking and creating the texture has eluded me. I have 2 questions. when you export the mesh I noticed you didn't set the operator presets for second life. does that matter? and also when you got to the nodes there were already two existing. were the the two others there by default or can you provide more info there if needed. Thanks!

  • @lawtonsteele1734

    @lawtonsteele1734

    Жыл бұрын

    Operator Presets: In the Operator Presets window, under the Arm tab, there is an Export to SL/Open Sim compatibility checkbox, which is for when your object has bones and armatures for animation. Since our object does not have armatures, we don't need to set that checkbox. I only ever use one setting from the Operator Presets window, the Selection Only checkbox, which lets me export what I have selected only, and not the whole project. You don't need to set anything special for Second Life, but make sure you go into object mode and Apply rotation and scale if you have resized anything in Object mode (as explained in the beginning of the video). Nodes: Could you provide a time stamp in the video? I'm not sure what you're talking about.

  • @snowlord5295

    @snowlord5295

    Жыл бұрын

    @@lawtonsteele1734 thanks for the reply and info on the presets. makes perfect sense!! regarding the nodes, at 12:14 when you start on shading. there are already 2 nodes there before you added the other. I think i can find them, was just curious if they were there by default. it's a tad blurry. something bsdf window and output.

  • @lawtonsteele1734

    @lawtonsteele1734

    Жыл бұрын

    @@snowlord5295 Principled Shader is the default shader node (for adjusting lighting effects on your object), but there are other shaders for different purposes. Most likely, until you get deep into using nodes, you'll stick with the Principled Shader. You'll note it has a bunch of adjustments you can use to get the right lighting effects. Baking those effects can be tricky, especially metallic. The Material Output node on the right is what outputs to the object. So you're plugging the shader into the object's surface, essentially, which causes the texture which is inputted to the shader, to show up on the object with the shader effects. You generally can't see shader effects unless you're in material preview or render preview (the last two view icons).

  • @snowlord5295

    @snowlord5295

    Жыл бұрын

    @@lawtonsteele1734 awesome, thank you much :)

  • @michelbreizh2522
    @michelbreizh2522 Жыл бұрын

    hello I have a problem after having brought on second life the textures of the objects are not very visible from afar you have to be really in front of the object to see them correctly

  • @lawtonsteele1734

    @lawtonsteele1734

    Жыл бұрын

    Second Life scales textures and objects based on distance. This is normal. If you use a super low texture (256 or 512), your texture detail may not be visible from a distance. I would use 1024 where you want your texture to be visible from farther away, to maximize detail. Also, you may want to check your graphics settings under preferences and make sure they're set the way you want them to be.

  • @kobieocean
    @kobieocean Жыл бұрын

    can u make a video about making booths on sl?

  • @lawtonsteele1734

    @lawtonsteele1734

    Жыл бұрын

    What kind of booth?