- Видео 61
- Просмотров 72 794
Bandor Tyrell
США
Добавлен 28 ноя 2014
Bandor Tyrell (bandor.beningborough) in Second Life.
Owner: Antiquity Medival / Fantasy Products, PBR Materials, Feudalism RPG, Debauchery Furniture, Maui Swingers Resort.
Owner: Antiquity Medival / Fantasy Products, PBR Materials, Feudalism RPG, Debauchery Furniture, Maui Swingers Resort.
How to make a HUD with Universal Materials Texture Changer for Second Life (PBR + Blinn Phong)
Introducing v7 of the PBR Material Texture Changer, now renamed to UNIVERSAL MATERIALS Texture Changer. Easily add a HUD to any project to change textures.
Free Personal use version: marketplace.secondlife.com/p/Universal-Materials-Texture-Changer-System-Personal-Use-v70/25517466
Paid Builder use version: marketplace.secondlife.com/p/Universal-Materials-Texture-Changer-System-Builder-Use-v70/25517464
Free Personal use version: marketplace.secondlife.com/p/Universal-Materials-Texture-Changer-System-Personal-Use-v70/25517466
Paid Builder use version: marketplace.secondlife.com/p/Universal-Materials-Texture-Changer-System-Builder-Use-v70/25517464
Просмотров: 143
Видео
Introducing PBR Materials + Blinn Phong Material Texture Changer v6
Просмотров 16414 дней назад
An introduction and detailed instructions for using the new PBR Materials Blinn Phong Material Texture Changer System from Bandory Tyrell. Note: I was not paying attention and left the Bandor Builds banner and title on the entire video. Its annoying and a little in the way, but not that bad. So, I will still publish this video, and some day I'll redo it. It's like an annoying water mark. You ca...
Bandor Builds: Beginner Mesh - How to create multiple Levels of Detail (LOD)
Просмотров 20721 день назад
We cover HOW to create a model with 4 differet levels of detail and import them to Second Life and compare that to importing only the highest level detail and have it automatically calculate the LODs. Let's see which one (in this case) turns out better.
Bandor Builds: More Fun with Substance Painter for Second Life
Просмотров 1703 месяца назад
In this video we explore some of the more advanced techniques of using Substance Painter to add more character and depth to your textures. Topics covered: input template selection, baking mesh maps, painting on surfaces, masks, filters, generators and more!
Bandor Builds: Creating a Pillow in Blender 4 for Second Life with UV Mapping, AO Creation and PBR
Просмотров 5054 месяца назад
Ok this started out as a quick tutorial on how to make a pillow for Second Life in Blender, and how to UV Map it. But, it turned into much more. So, I show you how to create the pillow, how to optimize the geometry to get the best looking pillow for the lowest LI, then how to create AO materials, a PBR AO that you can use to quickly and easily texture the object in SL without any other tools (o...
How to Make TRUE PBR Mirrors in Second Life!
Просмотров 4,4 тыс.6 месяцев назад
Step by step how to create mirrors in Second Life and the gotchas you will run into.
Exploring the new Debauchery Modular Bar System for Second Life
Просмотров 5516 месяцев назад
A video to show what is in the box for the new Debauchery Modular Bar System and how to use it to create a bar.
Create a PBR AO Material from 2D Images, then use it to texture using 2D images
Просмотров 96311 месяцев назад
I've covered this in other videos, but I wanted to just do one to focus on this topic. You can use a PBR AO Material to easily create and customize PBR materials using JUST seamless 2D textures which embed the AO shadow map into them automatically. So, no need for Photoshop or even any other PBR materials. You can leverage your existing collection of 2D textures and apply them to your objects. ...
Complete END-TO-END process to create PBR AO Materials to easily texture with ONLY Second Life.
Просмотров 1,3 тыс.11 месяцев назад
I posted a couple of other videos about this, but this one is very thorough and goes that all the apects of the process and then show you how easy it is to use. I tried to do this in 4K.
Applying 2D Seamless Textures to a Blank PBR Material with Ambient Occlusion in Second Life.
Просмотров 60211 месяцев назад
This video shows you how to easily add a variety of textures to our prefab items using our "AO PBR Materials" that come with the prefabs already installed. You just edit the object check the SELECT FACE radio button. Then go to the Textures tab, make sure PBR materials are selected and COMPLETE MATERIAL. Then click the little EDIT button to bring up the Edit Material Panel. Then just drag the 2...
How to create a TUFTED surface with buttons for Second Life in Blender and Substance Painter
Просмотров 90811 месяцев назад
We go end to end to create a cube with tufted sides with buttons, load it into Substance Painter, texture it, export the PBR materials, upload both the model and material into Second life and then apply the material. I hope that is informative.
End-to-End Process to create PBR Materials using Prefabs, AOs and 2D textures.
Просмотров 90511 месяцев назад
I take the idea from my prior video and show you the entire workflow for creating a reusable PBR material that is just a white base color and AO, so that you can then drop any 2d seamless texture into the PBR material within Second Life to create cool PBR materials with AO. Then, I also show you how to use Substance Painter and an AO file to generate PBR materials for prefabs.
A Cool Hack using PBR to get 2D Textures to have AO's embedded.
Просмотров 76211 месяцев назад
I thought of a cool way to use a single PBR material to generate a ton of textures just using static, flat, 2D seamless textures. All you need is a blank PBR that has the AO and some 2d textures.
Using Materialize to create PBR Materials for Second Life.
Просмотров 2,3 тыс.Год назад
I show you the program Materialize and how to use it to make PBR Materials. I do a couple and show you how to use them in SL. Materialize is a free software for Windows that you can get here: www.boundingboxsoftware.com/materialize/index.php
How to Make METAL PBR Materials for Second Life look like METAL
Просмотров 3,1 тыс.Год назад
How to Make METAL PBR Materials for Second Life look like METAL
Using 2 Texture Changers: PBR and Non-PBR at the same time in Second Life!
Просмотров 1,6 тыс.Год назад
Using 2 Texture Changers: PBR and Non-PBR at the same time in Second Life!
Comparing PBR Materials to the "old way" in Second Life 2023.
Просмотров 4,5 тыс.Год назад
Comparing PBR Materials to the "old way" in Second Life 2023.
PBR Materials for Second Life: Introducing PBR Materials Texture Changer scripts for builders!!!!
Просмотров 2,1 тыс.Год назад
PBR Materials for Second Life: Introducing PBR Materials Texture Changer scripts for builders!!!!
Introducing Feudalism 3 RPG: Player's Starter Kit Overview
Просмотров 197Год назад
Introducing Feudalism 3 RPG: Player's Starter Kit Overview
Introduction to Feudalism 3: Creating a Character
Просмотров 162Год назад
Introduction to Feudalism 3: Creating a Character
Amazing Tip: Make material textures for Second Life in Substance Painter for prefabs without models!
Просмотров 1,8 тыс.Год назад
Amazing Tip: Make material textures for Second Life in Substance Painter for prefabs without models!
Substance Painter for Second Life: Using Masks
Просмотров 347Год назад
Substance Painter for Second Life: Using Masks
Simple Tutorial to build a plank wall for Second Life using Blender and Substance Painter.
Просмотров 609Год назад
Simple Tutorial to build a plank wall for Second Life using Blender and Substance Painter.
Blender for Second Life: Build a deck for a sunken fire pit - Part 3
Просмотров 414Год назад
Blender for Second Life: Build a deck for a sunken fire pit - Part 3
Blender for Second Life: Build a deck for a sunken fire pit - Part 2
Просмотров 466Год назад
Blender for Second Life: Build a deck for a sunken fire pit - Part 2
Blender for Second Life: Build a deck for a sunken fire pit - Part 1
Просмотров 660Год назад
Blender for Second Life: Build a deck for a sunken fire pit - Part 1
Bandor Builds - Beginner's Guide to Building in Second Life - Part 1 - The Basics
Просмотров 4,9 тыс.2 года назад
Bandor Builds - Beginner's Guide to Building in Second Life - Part 1 - The Basics
Using Substance Painter for Second Life A Deeper Dive
Просмотров 6192 года назад
Using Substance Painter for Second Life A Deeper Dive
Creating 2 Sided Panoramas for Substance Painter
Просмотров 1,5 тыс.2 года назад
Creating 2 Sided Panoramas for Substance Painter
Glad you added this as an update. I was worried i would have to spend 2-4k on another script for huds lol
Let me know if you need help setting up the first one.
I also have just upgraded this to V7, with addition of an API, support for rezzed objects / props, and the ability to create and use HUDs to change textures!
Apologies for the voice. Fighting a nasty cold.
Ha! First thing I thought when the video started was NICE VOICE!
Ha! First thing I thought when the video started was NICE VOICE!
Ha! First thing I thought when the video started was NICE VOICE!
any idea why this happens? I created a sort of pillow bed for a tiger friend and decided it would look better with a shadow catcher indoors so created a plane and cast the shadows onto it, did all the photoshop/ gimpery to make it transparent and linked it to the pillow. But when I import it into sl and rez it, it rezzes like about 3 foot in the air now instead of on the ground, the shadow plane is just underneath the pillow so I dont understand why it would rez in the air
I fixed it, it would appear that if I use a simple plane for the catcher it screws the sl bounding box, so i had to extrude the face a tiny bit to make is a very very short box and then the SL bounding is correct and it rezzes on the floor!
Well you just answered something i've always wondered.
@@bandortyrell7821 unfortunately it does not work properly, there is a block shadow now cast as well as the baked grrrrrrrrrrr so close yet miles away xd
a link to it would be handy ;)
I put links to both versions in the description.
Hi Bandor. I wonder if you could do a video showing how to box up a build, in a rezzor, so that the entire build may be put out again next year. I have a winter Christmas cabin and I would like to have it easy to rez next year with a simple one click.
I've never really used one, so I would have to look into it.
The end result there was extremely interesting, there is so much talk about how you MUST build the lod models for the best results but I agree completely that the auto lod was a better end result even is it is 2li higher. But, with a bed, I think its fairly unlikely you would actually get that far away from it unless you have large windows and zoom out of the house. I would still go with the 8li though to cover that small possibility. Thanks for the video, very informative and helpful for me as I try to improve my building skills :)
Yes, let me say that this was ONE test. There could be other things, especially things with more rounded and higher poly parts, where it does have more impact. Regarding the LOD and distance, the main t hing I look for with furniture is to make sure that the parts and especially the textures don't deform badly within a reasonably close distance, like say across a room. A lot of furniture gets used in clubs and venues, and it looks bad when they collapse as soon as you move away from them. The most complaints I get are when people have the LOD setting in their Graphics set to the default values, instead o f 4. This has been something the builder community has harped on since the advent of mesh, "Change your LOD setting to 4". But, some "purists" complain that it should not deform even with their settings at the default. Obviously, I disagree.
@@bandortyrell7821 mmm... i thought i had lod at max but i have been running at 3 it would appear, i dont really need to worry about gfx settings now i have a pc with 4060ti, but last pc i had was a 1030 and a very different matter XD Of course its one test, but at the moment nothing much I am making is very taxing for SL and using the auto lod calculation has given me models low enough in LI that it does not really warrant the extra effort and this video really shows that auto is not quite as evil as some would have you believe. Every day is a school day, well for those of us that like to learn :)
sensitivity of the scale is dependent on how close to the origin you click, dragging from close to the origin it scales faster, further away it scales slower. i am still very much in the learning phase in blender so i am stoked to be able to answer a question XD XD
Thanks!
well, it may be the 3d cursor not the origin, but the terms have not fully sunk in yet XD
Good on you for doing these vids
Thanks! I am not an expert. I am a perpetual student. I firmly believe the best way to gain mastery over a topic is to teach it to others.
You make everything look so easy! Thank you for your videos.😁
You are welcome.
Thank you so much for this. I was looking on marketplace for a pbr mirror texture or something, couldnt find it so went to youtube to figure out how to do it and your video popped up! So helpful. new subscriber!
Awesome. Glad I was able to help!
Trying to find the second video and am not seeing it in your video list. Did you ever make one?
Not yet.
the great apostasy reveals the rise of the antichrist ... the greatest deception is for the Baal worshipers... they are best overcome by their own pretensions... God has already given them over to their degrading passions and reprobate minds - they are all going to hell in their own train the so called Antichrist... They have already boarded and can no longer get out...
I don't like that this half ass works when I do it.
It is a bit tricky to get working.
I rember you did not know you did vids
I try to.
I made a mirror, but the size and aspect ratio seem off. How do I correct that.
I'm not sure what you mean, but perhaps play with the size of the reflection probe.
Rocked it.
Thank you so much, i think its the 1st time i have been able to follow instructions on a youtube video :)
Let's hope it is not the last time!
would be better without all the waffling on
This is an amazing video! Please keep making tutorials for Second Life.
What would you like to see?
I don't have Substance Painter. What other options are there (preferably free) for creating an AO?
You can do it in Blender directly. I don't really do it that way, but I want to learn the new materials editor in Blender, so I will give it a shot.
This is awesome, thank you.
You are very welcome. If any of it was confusing or needs clarification, let me know.
Bandor this video was so easy to follow! I made a PBR mirrorrrrrr!!!!!! Thank you sooo much for this video!!
You are welcome.
I just...don't think this is worth the demand on our CPUs
Mine handles it fine.
Thanks a bunch, oh i'm so gonna try this tomorrow, i've looked so good, you give super information & they way you do it, is fun as well, thanks! (can you add your SL name in info? so we can find your store too?) Super!
You're welcome!
@@bandortyrell7821 😊
Thank you. That was well-paced and clear.
Thanks
ok i just noticed that if there are 2 or more pbr mirrors come together, they break each other :/
Yep.
mine is just a blank grey panel until I right click it, then it activates as a mirror. how do I get it to stay active all the time?
Not sure, it sounds like something up with the reflection probe.
wow finally someone who knows how to make one and describes it perfect thank you so much have seen 100 and they just blabbed or very hard to follow thank you again so much i didn't understand or even know about great job !!!
Thank you!
WOW! useful, thank you!
It is very simple to do and very powerful.
These are VERY GOOD apart from please write a script first you do ramble on and could fit far more in
That would be work. I don't get paid for these videos at all, so they are what they are.
Use a blank texture !
Hello everyone, I would like to know if there are any basics to follow to build 1/4 of a sim, I am a beginner, can you help me? Thank you
I am a bit confused, I am following your channel closely, However I have a couple of questions I hope you can help me with. First my textures are going into substance painter so small, Second and probably most important is that my templates that I got from Marketplace do not include AO maps, they do have UV of course, baked or shadow maps. Lastly do I need to make texture sets in blender since I don't have those as well?
AO is often called Shadow Map by vendors. There are a million ways to do things. This is how I do it. The scale of textures you apply depends on the scale of your UVs in your UVmap. You can adjust the scale in SP easily. As far as Blender, all you need to do is apply a material to each part you want to texture separately. You don't have to do anything with the material other than assign it. The name you give the material will be the texture set name in Substance Painter.
@bandortyrell7821 Thank you so much, that helps alot.
Mine is distorting me.. what am I doing wrong xD Made the box bigger than the mirror but I still get distortion and blurryness
Flip the sides!
My mirror texture doesn't look like this when applied.
@@RoboticLiquids Thank you! I tried all that too but.. Ill give it another go soon :)
Without seeing what you've done, I can't really say.
wouldnt it all easier if you used rezzbox system? Easier not for you but for customers also. If someone wants different layout they can do it after rezzbox is removed.. And ....baked in shadows are outdated and very annoying when decorate, SL has now natural shadows.
We are not baking in shadows. This is ambient occlusion only and YES, SL does do its own Ambient Occlusion but it sucks. AO is included as part of the ORM texture in the PBR material. Not including AO in builds make them look flat and lifeless, even with AO enabled in SL.
@@bandortyrell7821 It sucks ONLY when you use third party viewer and/or poor comp. Third party viewers are so behind updates that it is already funny.
when building the bar I suggest using the align feature :) very nice modular design. Well thought out.
Thanks
😅can we get a black dragon tutorial?
I can try to do it in Black Dragon, but the process would be the same, the only difference the editor panels are not the same.
I tried it in Black Dragon and looks horrible. Maybe the viewer still needs work, because at least with the last update doesn't work properly.
Hi, due to I also got into the PBR thing for some months i was thinking.. okay what could I learn here :D - but hey thanks alot for the update of mirrors ♥ a long video but honestly thanks alot for the education!
Well, I could do one that's much shorter for people who know how it all works. I tried to explain it for the casual user to understand.
@@bandortyrell7821 dont worry you did well - to learn needs also sometimes time and practice
but he explains in deatail and doesnt babble like others !!
@@kathyp.6552 ? what i said xD
@@bandortyrell7821 you did perfectly fine. Your, not even 30 minutes, video was full of information and not babble. I have no problem listening to something that is super informative. Especially since this is RUclips and not tik-toks 2 minute ideal! LOL Then again some people have the attention span of a flea. 😂🤣
the bottom of the screen got cut off, but all you missed was the bottom of the Reflection Probe panel. Just select Mirror (Everything) instead of static.
Maybe this is too much to ask, could you make new videos with these teachings with better video resolution? The videos are in 720p, you can't see them perfectly. I like the videos you teach, thanks for sharing.
how would this be done in GIMP 2.10-.36 ?
where can i get EXR image file?
a link to your shop?
super silly question but I just started learning PBR materials and watching your video is helping a lot: I do need to have AO map of the object right? I don't make 3d models in Blender, so trying to understand as a user what I can play with, and if I can play with mesh models that were not made for PBR but still have an AO map included and apply PBR materials to it. I am now playing with prims and materials look amazing. Thank you so much for your videos \o/
Yes, you can use the AO maps that come with premade mesh objects. That's what I do. If i get a prefab mesh, they ALMOST ALWAYS come with an AO map or "shadow" map. If they don't, you're wasting your money. You need it to texture the object, even without PBR. So, all you have to do is "convert" the simple AO texture (which is a grayscale texture image) into a PBR material that I call the PBR AO Material. You only need 1 for each AO you have. I use Photoshop to make them, but you can use GLTF Packer, Gimp, or other programs to make it. PBR does not have an AO compoenent... not directly. I wish it did. Instead, the PBR materials take 3 different grayscale textures and combine them into one RGB image to use for the Metallic-Rougness settings. Techinically, it is actually the Occlusion-Roughness-Metallic or ORM texture (but many people call it Metallic-Rougnness). They way it works is that the RGB image has a different grayscale image on the 3 color channels in the RGB image: Red channel = AO, Green channel = Roughness, Blue channel = Metallic. So, what I do is edit the AO in Photoshop, make sure it is in RGB mode, then go to the channels panel. You will see the AO is in all 3 channels and the RGB is a composite "color" that you get from the combination of the 3. Simply click on the GREEN channel and Fill it with solid white (white means MAXIMUM roughness or ZERO reflection), then click on the Blue channel and fill it with BLACK (black means ZERO metallic). I always set my PBR AO material to be matte, like this, then use the sliders to raise the amount of metallic and roughness I may want. If, I know ahead of time I want some materials to be shiny and some to be matte, I MIGHT make 2 different PBR AO materials, one for each. Now, click on the RGB channel to see the results. Export the image as PNG and upload it to Second Life as the PBR AO Material for the object or face you're working on. Now, create a NEW MATERIAL. Put a solid white image in the Base Color slot. Drag and Drop the PBR AO MATERIAL you created into the Roughness-Metallic slot. Leave the normal and emissive blank. Save the new material and name it significantly like PBR AO Material (Part name). Now, just drag this material onto the object/face for which it was made and you have not applied a PBR version of the AO onto your object. To add a texture to the object, simply edit it, go to the Texture tab, pick PBR Materials, and drag the texture you want onto the BASE COLOR slot. You can scale the Base Color image, rotate it, etc. and see the results on the object in REAL TIME. You can then SAVE AS and create a new material that is the combination of the texture with the AO. Then, just drag another texture on the BASE COLOR and Save As... repeat for as many textures as you want to have. It's SUPER simple at this point to mass produce a TON of textures all with the AO and not use Photoshop for each one.
This process would be more efficient if you edited your roughness maps in Substance Painter before exporting, rather than manually doing them all in Photoshop afterwards. In the SP main viewport, rather than viewing the “material” you can use the drop down menu to select individual channels, if you choose “roughness” it will just display the roughness map which you can then edit to meet your requirements. I can’t see any reason at all for Photoshop to be used in this pipeline.
I'm not sure I understand your comment or how it relates to this process. If I am in Substance and make textures for SL, I simply export them and use them. This process is for the creation of an ORM map for when you don't already have one. If using SP, you can simply put a white fill on the object and export the GLTF and you HAVE the PBR AO material. So, I'm not quite sure I get your comment. The purpose of this process is not to create a roughness map, it is to create an ORM texture map that combines the Occlusion, Roughness and Metallic in one. Substance can do that for us. I'm trying to explain how to do it when you don't have the luxury of using SP to make them for you. For that, you need something like GLTF packer or a tool that will let you put a separate grayscale on each of the RGB channels. So, it's been a while since I made this video, so I'm not exactly sure why I made you feel that I was using the Roughness maps at all, since in my PBR AO process, I don't even use the Roughness channel at al. The only channel I even care about in the process is the AO. I'll take a look again and see if I said something wrong. Thanks for the feeedback.
Just added you to my favs to watch. Thank you so much for making these how to and learning videos
Thanks
Awesome, 2vids 24 hours
Bandor love your content, always learning new stuff. You can edit the windows folder properties to see all the details about files. Windows hides file extensions by default.
Why texture a piece of cloth with a shiny finish? Satin or silk maybe. But surely not simple cloth.
It can be adjusted to a degree, but it also seems to be something with the PBR implementation in SL. So, I'm using Firestorm Alpha. It looks different with other viewers. I intentionally set Metallic to 0, which should turn it off, and roughness to 1.0 which also should turn it off, but you still get a little sheen. The only other thing I could try is to generate the metallic-roughness map manually in Photoshop. I'll play with that today and if doing so makes the output have less sheen, I'll make sure to update the PBR AO Materials to use it for the cloth bits.
Apparently the output PBR material for the default materials from SP has a 50% gray image for the ROUGHNESS value. By changing it to WHITE, the native shine goes away. I show how to do that in the video I posted today. ruclips.net/video/tx3bkQoARXs/видео.html