My mouse skills in Blender are a challenge, because I usually use a Marble Man trackball mouse. I have a wireless trackball with a scroll wheel but there’s a bit of lag. I have conventional mice, but desk space and chair height don’t work ergonomically. I struggle to find the sweet spot between comfort, convenience, and convention, as I’ve switched Blender’s maddening right-select behavior. Even though this is Cycles, I might be able to follow this and finally train muscle memory beyond the brink of my current impasse. Tutorial: How to model a medieval house – 3D Low-Poly Game Modeling…
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I’m one of those “remaining users” that hates Cycles. When I see it mentioned on a help forum, I stop reading. When I watch a help video, I stop watching. Yet thanks to reading Blender site feeds, I’m tolerably familiar with the latest developments… and I KNOW the old Blender Internal engine is going away in a coming release. All I need is the ability to bake out AO, maybe normals, and possibly a basic materials map with painted on details. Ugh. “How to use cycles even if you hate cycles(as I did)” – BlenderNation — Read on www.blendernation.com/2018/03/24/how-to-use-cycles-even-if-you-hate-cyclesas-i-did/
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This page will hold links to some of the tutorials I've found helpful, illuminating, or have bumbled across numerous times in search of answers. Also found here will be stuff relating to OpenSim, as it is useful to have a locally hosted OpenSim private grid as a test bed for uploading meshes and textures.
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The last time I visited Ferd’s invaluable Phaze Demesnes website to check on a script, I noticed that he had a workflow for working with Blender for Second Life or OpenSim, but it was leading to a 404 error. It’s been updated with a checklist in several parts, which I need to read carefully to see what his process is. Mine probably has more screaming and frustrated ragequits… There are differences in standard Blender models and Second Life/OpenSim that must be taken care of. There are also several plugins and add-ons, some free, some not, that make Blender work really…
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So, you want to learn more about how materials – that’s normal maps and specularity maps in addition to the regular textures, which will now be called “diffuse,” will work when Second Life enables the new features. Well, they’re a way to add eye-popping detail, if you do it right. When the shiny part happens, it’s pretty spectacular. The tutorial from TheGameCreators.com was my original starting point for a Second Life-specific tut on how to create the extra textures using GIMP that can be used to add depth and shine to objects inworld once the new Materials Project viewer is…
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Here I am, on my standalone grid Haleakaloha, which isn’t very interesting and isn’t open for visitors, and up until yesterday, it wasn’t working very well because of a texture-reloading bug. Also, I’ve been struggling with Blender again, trying to learn it and not get discouraged. Yesterday, SUCCESS, after getting some help, I installed an update that fixed my Open Sim grid. Today, SUCCESS, I made a blob. You may not think this is a big deal, and it’s a badly textured blob, but I made it, and I figured out what I wasn’t doing right that made it turn…
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Oh, hey, I made a thing here. Actually, two things. Thing One is a pinky purpley mesh blocky thing. After reading through some really helpful TEXT and STILL PICTURE tutorials from Tufts University last night, I sat down and made a random shape via extrusions at lunch, in about 15 minutes start to finish. Woo. And then I assigned a material to it and uploaded to my standalone grid, using Kokua because Firestorm-OS crashed to desktop. And hey, IT WORKED. What a bumblefrack it was, though. Sorry that it’s disturblingly blocky and unnatural, yet evocative of a certain much-mocked object…
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I will probably never need this, but someone might find it useful
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Hands bloodied and soaked from the waist down, Rudyard Kipling was happy. Not just happy, "utterly, supremely, and consummately happy," the famed author wrote, lying on the bank of the Clackamas River next to the first salmon he'd ever caught. Today, historians and fishermen say it was actually steelhead Kipling and his two companions nabbed that day in June 1889, but it's a minor discrepancy in an otherwise fondly written account of the trip that has resonated with anglers and local residents for more than a century.
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As forum poster Chosen Few helpfully noted: After the initial posting, cooler heads prevailed, including Gaia Clary, who’s the Blender/JASS/Primstar maven at Machinimatrix. And then Domino Marama weighed in – the creator of the scripts that so many Second Life creators have relied on (both free and paid versions). Re: Blender dropping COLLADA Reply to Chosen Few – Chosen Few wrote: Nothing’s been decided yet, so nobody panic yet. If worse comes to worst, and the Blender devs do cease official support for COLLADA, I’m sure enterprising SL residents will just create their own COLLADA exporter for Blender, and release…