12-19-2021, 01:00 AM
(12-18-2021, 09:35 AM)Necrok Wrote:Thank you for responding![To see links please register here]
Your avatar needs to be unwrapped properly,else it'll not take textures correctly.Check the UV/Image editor and see.Also use texture render mode in blender and check how textures look on it(pbr don't work in sl so if using those you'll get broken textures).If you tried symmetrizing the mesh,it makes SL UVs screwed.If you using sl body in avastar,then no need to symmertize,or mess with UVs or weight paint,just change sliders,sculpt a bit,and export.
I'm using Avastar, but not an avastar body. I symmetrized the mesh, yes, and it did screw up the UV map. I did it to avoid having to weight paint both sides separately because I didn't think I could do it evenly. I also have no idea how to sculpt yet, at least not to the level of detail that this model has.
Are you saying that I either need to weight paint the sides individually, or learn to sculpt accurate musculature? Just trying to understand. Is there no way to repair the UV map after it's messed up from symmetrize? I've tried selecting all and unwrapping, and it just makes a weird circle of meshes. Right now both the upper and lower body UVs are on one map, but they are, like you said, jacked up from symmetrize.