![]() Blacksmith3Dis a good one to look into (they have an option of a "pay-as-you-use" subscription method if you prefer to go that way, or buy outright). Prices vary, and will require an investment of time to learn the ins and outs of how they work etc, but can be a viable alternative to flat UV texture painting. ![]() obj file is generally imported into one of these applications. The model itself is created in the normal process, and the. Regarding your question 2: There are software packages out there that will let you apply textures to a UV-mapped object in a 3D-based workspace (although you will still require a UV-map to be created prior). Personally, I am HOPING for bump-mapping, specular, displacement and mayhaps an option for a shadow overlay channel for baked shadows (fingers crossed). Still, this will be an extremely handy addition to the user's toolbox. However, LL have a materials project in their longer-term plans, which will presumably include user-created bumpmapping etc (although nothing specific has been defined as yet - just that it "is coming"). Currently, SL only supports image textures for mesh. In relation to your question 1: SL meshes require a UV-map for any kind of texture to be applied (UV-mapping is pretty much a standard in most forms of 3D, especially games and 3D-render related content). Wrapping my head around how to wrap a texture around something, where the "texture" is flat, and the object isn't, is just. Nearly all 3D I have ever done has involved avoiding it, in favor of either basic colors, with no texture, procedurals, or full raytrace systems, where Constructive Solid Geometry, and layering make getting things right bloody trivial (especially since you don't have to worry about making all the detail work texture, instead of just "building" the details as they would really exist). Or, can you?įrankly, I am clueless about mesh, with respect to texturing the dang things. ![]() Second problem is that most applications, as far as I know, don't let you layer textures, so you can't just map your base on, then something else, then you other, finer details, then "bake" that into a final result. Problem, of course, with something like SL, you have to "render" the texture, into a map *before* you apply the thing. This is one of those things that would be, in principle, trivial in a real raytracer, just slap the texture on, as a layer, then adjust the position, until its in the right place, then render. The second one annoys the hell out of me, frankly, because you have, say, a texture for a panel, which you want to add to the final texture, but while its fairly trivial it slap that in place in photoshop, its way less than trivial to slap it onto what may be a curved surface, of a UV map layout. Is there any *sane* way to apply bits of stuff to a UV map (i.e., build the map in the 3D app), rather than having to export some complex, hard to understand, and non-trivial "unwrapped mesh"? Just UV mapped, or is it supporting things like bump maps, and other attributes? The information on how to get mesh out of a 3D app, and into SL doesn't exactly cover what is supported, and what isn't.Ģ. ![]() Just what texture options actually work with SL. Now that mesh is supported, I have a few questions:ġ. The closest I have ever come to mesh, so far, has been using Wings, to produce scuplties, and then trying to "hack" a texture out in photoshop, without relying too much on something like unwrapping the thing.
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