Izzy Stipe Posted May 14, 2016 Share Posted May 14, 2016 I finally finished modeling the home. I've already UV unwrapped all models and assigned a material for each object and face. But now I've hit a wall.I want to generate a diffuse texture for each material the same way it looks in Blender (Cycles), which I can later apply to the models in SL, is this possible?These are the only steps I made to get each material looking the way they do in the screenshot below. UV unwrapped using Smart UV ProjectAssigned a material to facesSelected Image Texture under Color options and uploaded a repeating diffuse textureScaled the texture to where I saw fitWhat steps do I need to take to generate the textures as they look in Blender? I know I could just add the regular repeating textures in SL, but I also want to bake in the AO. Link to comment Share on other sites More sharing options...
arton Rotaru Posted May 14, 2016 Share Posted May 14, 2016 You need non overlapping UVs, which fit into the 0 to 1 UV space to bake AO. With the 1024 x 1024 texture size limit in SL the resolution will be rather low on larger surfaces. So tiling textures are much more preferable. They will be higher res even with smaller texture sizes than a non tiling 1024. It can work on walls if the texture would tile only horizontally for example. What some people do is baking the AO on extra planes, and having them hovering slightly above the original geometry with the tiling texture. Instead of using a plane which covers the entire geo, I would recommend to use just strips of polygons in the corners, to avoid unnecessary overdraw. 2 Link to comment Share on other sites More sharing options...
Izzy Stipe Posted May 15, 2016 Author Share Posted May 15, 2016 I didn't think about that. It does make it easier, and after reviewing some of the mesh houses I noticed on some mesh homes there's an extra layer for AO above the faces. Now I just gotta figure out how to bake a transparent AO layer. Thanks. Link to comment Share on other sites More sharing options...
arton Rotaru Posted May 15, 2016 Share Posted May 15, 2016 Izzy Stipe wrote: Now I just gotta figure out how to bake a transparent AO layer. Inverting the AO map, using this as the alpha channel, of a solid black image, and adjusting the transparency in-world might do the trick. 1 Link to comment Share on other sites More sharing options...
Izzy Stipe Posted May 18, 2016 Author Share Posted May 18, 2016 Sorry to bother you all again... I've succesfully created a layer for the AO map and applied it to SL... but did not expect the alpha sorting bug. Video: http://webmshare.com/3rR08 The video shows the AO layer at 50%, and the same bug occurs at 0% transparency. All four AO walls share the same material shown below. I noticed other mesh houses are able to pull it off without the bug, specifically the Skye Forest Cabin. I have no idea how though. Anyone know a workaround for this? Link to comment Share on other sites More sharing options...
Izzy Stipe Posted May 18, 2016 Author Share Posted May 18, 2016 So oddly enough linking the two objects fixed the problem. Even when I unlinked them the problem didn't occur again. Not sure what even caused it in the first place. Link to comment Share on other sites More sharing options...
arton Rotaru Posted May 18, 2016 Share Posted May 18, 2016 This does look more like Z-Fighting rather than alpha sorting. lifting the planes a little more from the underlaying geometry should fix this. 1 Link to comment Share on other sites More sharing options...
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