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Debbie Roxborough (Purplewolf)
Lives in Toronto
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Toronto
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Author, Artisan & Opensim creator
Introduction
Writing & creating beautiful things are my passion, right after my kids and grandkids!

Currently I enjoy 3D modelling and creating for Opensim. Working on opening a grid with friends!




Bragging rights
I have 3 grown children and 6 amazing grandchildren. One book published so far and the second is in the works!
Work
Occupation
Office Manager
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3D modelling and various RL crafts - jewelry making, beading, sewing, knitting, crocheting
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Gender
Female
Other names
Nee Dadswell

Stream

 
For those of you that have been following posts by +Chic Aeon  regarding appended or imported objects and baking to a 'combo' map as she has named it. I did this with an appended object so it may or may not work the same with an imported object.

I did screen shots along the way, so the captions will tell you the steps I used in the workflow. I didn't have any issues with it as you will see in the final result. Note that this was just a test to see how it worked so I was not concerned with lighting or the actual texturing. Just the steps to create the 'combo' map.

For +Chic Aeon I'm not sure why it didn't work for you, but hopefully somewhere in here you may find a missed step or something that will give you the 'aha' moment ;)
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Chic Aeon's profile photoDebbie Roxborough (Purplewolf)'s profile photo
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Oh great and I'm glad you got it to work +Chic Aeon

It's a boy! Healthy 8lb 10oz. My son's first, so he is amazed lol

It was a long, stressful labor that finally ended with a C section around 7 pm last night, so we were all glad that Mom and baby are good now :)
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So I was working on these pants and came across an issue that I actually had last weeks. When I baked the texture in cycles I ended up with big black spots on it. I know +Chic Aeon had a similar issue, but this turned out to be something different.

The first time it happened it took me a while and several WTFs lol, to figure it out. I thought I would share in case someone else has the same issue and so easy to solve I am kind of embarrassed that I let it happen twice :P

So the problem was that I had the lower part of the avatar hidden, so when the texture baked it created the black spots where the avatar poked through lol. Easy fix is to move delete the lower part, move to another layer, or any method you want to use so that it's not under the pants when baking :)

Once I deleted it the texture baked just fine
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Serene Jewell's profile photoChic Aeon's profile photoDebbie Roxborough (Purplewolf)'s profile photo
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yes well I have only really done clothing textures in blender render and it didn't seem to be a problem there, so it never occurred to me that it would in cycles lol

At least it didn't take too long to figure it out this time, not nearly as long as some issues I have had. Usually I do have the avatar on another layer, but this time for whatever reason, I had it showing with just the legs hidden

I agree clothing is a lot of work lol, but seeing as I am seamstress in RL I find it fun and rewarding when I can actually complete an outfit. TOTALLY different way of making clothes of course, but having a sewing background definitely helps with the uv mapping ;)
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This group is a great idea and will be where we look for performers. Thanks for the invite!
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Selby Evans (Thinkerer Melville)'s profile photoIsis Ophelia's profile photoDebbie Roxborough (Purplewolf)'s profile photo
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Thanks +Isis Ophelia I look forward to checking out all of the performers!
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To bake or not to bake?

This is a package of building components that I am working on, mainly focusing on people that don’t really build, but want a house they can customize easily. The walls are all separate, but have window and door frames. The windows and doors will also be separate so they can be change if desired.

I ran into a few challenges with baking them in blender cycles, so these are my findings. Now I will know better next time and save time lol. Details are in the photo comments.
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Vbinnia Radek's profile photoDebbie Roxborough (Purplewolf)'s profile photoLeighton Marjoram's profile photoPraline B's profile photo
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+Chic Aeon that would work if I had done them all as separate pieces (another lesson learned ;)) but in this case the outer frame is part of the wall and just the inside frame and glass are separate. It's easy enough to give them separate materials, so not a big deal and just something for me to remember to do next time. Although with this type of thing there may never be a next time lol

+Vbinnia Radek you are most likely right about that and I hope mine pushes me out to party sometime soon. It's been way too long lol
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+Chic Aeon this is the outfit that I have been working on for males obviously, but once I am finished I will make some small adjustments and new textures for female as well. Nothing fancy really, just some dress pants with a belt and sweater.

I still have some work to do on the textures, but this was a test to make sure the rigging, fitting, etc. worked okay inworld before I do too much more. I'm happy with how they work so I will go back and work on the textures.

The belt won't be seen in most cases, but I did make it with kind of a buckle with a metal texture (brass, gold & silver) and the belt itself with a white leather texture. Easy for anyone to tint the leather to whatever color they want. So it is one cycles baked texture per object,  256 for the belt and 512 for the pant. The sweater is just a material as I have to do the texture for that.

The shoes and hair I made a while back but thought they would go nicely with this outfit. All fitted mesh, but also still a bit of work to do on the weighting in a couple of areas.

Definitely WIPs, but getting there little by little :)
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Chic Aeon's profile photoDebbie Roxborough (Purplewolf)'s profile photo
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LOL thanks and with practice I can hopefully create some awesome outfits once I get all the details worked out :)
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Thanks for the invite! Great idea :)
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Serene Jewell's profile photoDebbie Roxborough (Purplewolf)'s profile photo
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Oh thanks so much +Serene Jewell and I am happy to help out where I can, even though I am learning myself. I find video tutorials are most helpful to me, along with the great screen shots and explanations done by other. I have made huge steps in blender since finding these groups and sharing our knowledge :)
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Further to the post by +Chic Aeon re the UV grid in Cycles. Again, there may be a better way to do this, but this is one way I have found.

Create the new image and choose the grid as Chic posted. Then in the node editor set up the nodes as shown, using the 'grid' image as the Image Texture. You should then be able to see the grid on your model in Material view.
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Serene Jewell's profile photoDebbie Roxborough (Purplewolf)'s profile photo
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I remember reading that somewhere as well +Serene Jewell but so far I haven't had to do that. For the actual texture I use Input>UVmap and choose the uv map for that material, but just for viewing the grid I found this way worked fine. I've seen it done other ways in tutorials as well but I couldn't get it to work, so after some playing around I got it to work for me this way. As with most things there must be various ways to do it I would imagine. Also in order to bake the textures you have to have the other Image Texture that is not attached and choose the image you created as in my video
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Outdoor kitchen project
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This is one of the cabins that I did in separate objects so it's a bit customizable. Each object has one texture and I think this one was baked in blender internal then put together inworld. Details like lights, doors, etc. were also added later. I also created a separate 'hallway' and 'add-a-room', each with one texture. They can be added as desired to the back of the cabin
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XMIR Grid's profile photoBloo Alien's profile photoDebbie Roxborough (Purplewolf)'s profile photo
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Good to know. Thanks +Bloo Alien :)
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