Richardus first "big" blender project


#1

Ok, after some small projects with blender.

Thanks to great people in high fidelity i learned more in blender the last weeks then i every did with other virtual worlds and figure out how to walk around bugs, i now started my first big project.

Now i figured out the workflow for me with blender i started to make my first building. Right now am still working on the base floor, that i want to copy and modify for the other 2 floors i need on top. big part of this have already textures on it, but i don’t show them for now :wink:

The Stair is not finished, but i needed the right size for the other walls. this building is ofar possible scaled, but some things keep a bit guessing when you have nu blueprints. But also good to not have a blueprint. because then it can never be a copy of the orginal build and gives some custom touch.

Ok, well this is how far we are now. More images come at later time.


#2

Looks good.
re blue prints if u can find a simple one its not a bad idea. then you can let the architect figure out how it all goes together and u can just focus on copying it


#3

Look good.

As a tip, if doing building, try keeping / adjusting the grid size and using snap to grid. There also some really nice little measuring tools. See answers at this post :slight_smile:


#4

It looks like this build start to end on creation from yself. and i started with the idea to recreate something. Mabye i like to make just new not existing things.

For scaling, sofar i have figured out a way that’s for now not working to bad. But it can better.


#5

Ok, working for now on the next floor’s to stack on the base.
Learned more today. It really is important that you create a face with all sides available and selected. If you don’t do that you get a different lightning in blender. And pretty sure in high fidelity too. So i fixt that at a few parts.

It feels like it’s not a big home grin. but big enough for the first one. Yes i need to add one more room. Mabye i change a few things while building,


#6

Ok, spend many hours today in fixing the stair railing (where to low) Add windows. changed a few walls to fit the windows. So this the status for now. only one floor extra and a roof. and then you still have some wrong aligned textures to fix.

I have pasted the verts. usage etc. in this picture. Think still pretty good.


#7

Ok, got some time tonight and rest. so i did add the last floor and roof.


#8

You’re doing great but eventually you’re going to have to face the horrors of UV Mapping, which is both a blessing and a curse. It’s a curse because it can be a right pain in the backside, but it’s a blessing because once you get your head around it, you can vastly reduce the number of faces you need.


#9

Fortunately in Blender uv mapping is fairly straightforward.


#10

It’s already all textured. no uv-mapping needed like piper say. that’s what hifi makes so much more easy to build for and SL/OS a drama. Already very low on faces too. The windows You cannot see everything good on the pictures.

Need to be something left to see :smile:


#11

Mabye i redo or start a new project. and build it more in parts with UV mapping. That way i can use it in opensim too. But just idea’s


#12

First V-HACD try. What i did is say in blender fill all holes. That made it at least possible to generate a collision shape. But right now it’s not looking very useable. At least it worked without any crash.

Where already afraid for it, but i need to make the collision shape manual by hand sofar i can see.


#13

Hey @Richardus.Raymaker -

This looks pretty good. Keep up the awesome work.


#14

Made my own custom collision shape like you do in SL and also in bledner like @Menithal told me. Only… i cannot go into the build, the doors are still solid. Not sure if am doing something wrong.

The parts are joined togheter before i made the obj file. but show it seperate here,

Outside:

Inside:


But sofar the right collisions is still a fail for me. Or hifi is doing something wrong. ?


#15

You have to keep the door frames separate to keep everything convex, SL does this automatically, but hifi doesnt: Forexample if you split a door frame into following components (red lines is where is being split):

The rule of thumb is that if you pass a line at anybangle through the geometry, if it goes through more than 2 surfaces, it is not convex.


#16

Thanks, i did that. But it seems to work a bit better. but not on all floors. More testing needed.

Add, there some small problems. but my physics shape works. Looks very happy :smile:
It’s nice to walk in your house. Side effect, mouselook is way to fast for me on my screen. it’s bumping against egtting sick when you look around.


#17

Ok, pretty final result. Only now

I have a few faces that give a strange shadow in high fidelity.
Not sure how that apears, in the past i could fix it by changing how you fill a face. (selecting all edges) but mabye it’s just hifi bug that i could work around that way. Mabye   someone have idea.


#18

With non organic objects, Try applying the edge split modifier before exporting the main model. HiFi seems to ignore the flat shader \ override with its own


#19

Thanks, that helped for the inside problem. but the outside i see is just bad verticles. / doubles. it happens sometimes. going to correct that be redoing the face is most fix it.

My next build i want to put togheter in complete different way. think small,go big


#20

Anyway, the building how it is now have this as result:

Not sure if it’s good or bad.