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Ac3d texturing
Ac3d texturing






ac3d texturing

The structure is built around the tip of the Temple Mount, the "Rock" of the building's name, which holds great religious signifigance and is the subject of several Muslim myths. The goal of this project was to construct a 3D model of the Dome of the Rock, an Islamic religious structure built in Jerusalem in the 7th century. Hard to explain, but you know what I mean.6.837: The Dome of the Rock - 3D model The Dome of the Rock But I will admit.the textured in lighting does have the advantage of always working for all GPU's and does add a nice touch, if done with the right contrast so the avatar does not look as it spot lights surround it with no shadow ect. So, the bynamic shadow and lighting sort of clashes with existing shadows. Two: SL has new shadow, shine and lighting that are becoming less and less buggy to the point they are very usable for many peoples GPU's. One: to tedious for a non selling product. The reason I sort of don't play with all that is two fold. The results can be nice, I got a few walls and a floor with a post in the middle of the floor.um, it was alright! Throw in suclptie furniture you made and baked with teh shadows built right into the floor and you can maybe make a dramatic scene. The rest is tediousness until you are happy. prim.blender will not bake textures BUT will make objects you can paly around with if you shut down the prim.blender script and work on the object as a normal mesh object. It is tediuos unless you have the workflow down and down right impossible to get a texture mapped to a hollowed sphere baked out.well, I say this but I spent all of like 20 minutes trying to figure it out.so, you might have more luck and be a hero. Then you would bake the textures and use nodes to get diffuse and then again for specular layers, combine those two layers. But throw in a face cut or hollow in a prim and you are totally getting different mapping and ALL of those things would have to be made into a set. I think it has to do with how the mesh works in blender or the UV options.I am not sure. blend file that have SL's prims texture mapping. I can't figure out the mapping and there is a reason why I have never found a set of objects in a. But it was hard to sit and wait for renders and try not to get all the bits mixed up and being restricted to boxes because I didn't want to mess with unwrapping textures for sphers and trying to make the work in SL. It didn't look so horrible, the parts I got done at least. I mean, there are lots of details and each build might be unique. Um, ortho camera settings might help for some stuff. Maybe remove or make invisable (cast sahdows only in blender) or whatever in order to get all the images for all of the faces of the prims you are working on. You model whatever you want that will translate to prims (one way might be to basically make the build in world in prims, take pics and use those as references to recreate the look and add some details etc.) and then render from all angles you need. So, this is not for everyone.ģD renders might work. Um, it is harder to understand and you need to think of light and how it is entering the room and where each texture will go ect. GImp has a lighting effects filter/plugin thing right out of the box as well. That is why you see EVERY single floor 10.10 rim with a light under it and no light or window up above lol. So, for textures with lighting.um, many use photoshop and use the lighting effects and basically make it up.

ac3d texturing

Once again, not sure of AC3D's ability to export textures with that build, I am almost sure it does not do that bit though. For structures? Many use prims and I think that is for a reason.Prim Composer allowed people to build in 3ds, prim.blender allowed building (but no texture mapping directly on those shapes.they are sort of representative of SL prims but lack the UV mapping ect.) and I think AC3D allows build export to box prims or triangle prims.








Ac3d texturing