Jo Yardley Posted September 22, 2012 Share Posted September 22, 2012 Now that I have finally managed to build mesh stuff (thanks to mesh studio), I've been curious to see what kind of stuff people are making.So how about a 'show off what you've made' topic?Post a photo and perhaps a little about the in- or outworld software you've used, your motivation, how many prims, etc.I'll start with something simple that made me really happy.As Blender and Zbrush make my brain implode, I use Mesh Studio, so this was all made inworld.On the left you can see the original window, a simple single prim with window texture on it.On the right you see my new window, it is mesh and uses 2 parts so it can slide open.With the old window, the entire window would slide up into the wall, with the new window only the bottom part slides up, like in real life.The result looks better but it also allows the window to work in a more realistic way.Best thing is that by linking it to the mesh building, in total the 4 windows in this house have a land impact of 4 prims, just as much as the old windows!I have been 'meshing' lots of stuff and will eventually try and mesh all my buildings, so not just windows.But this is a good start to this topic I think.So what do you think of my windows and, more importantly, what have you been meshing? 2 Link to comment Share on other sites More sharing options...
Dilbert Dilweg Posted September 22, 2012 Share Posted September 22, 2012 So what is meshing? linking prims (which are mesh) in world and changing file type to dae? Link to comment Share on other sites More sharing options...
Jo Yardley Posted September 22, 2012 Author Share Posted September 22, 2012 To me meshing is simply creating something that is mesh and not just prims, even though these are of course also mesh. Anything you make that is not a sculpt and not just prims. Link to comment Share on other sites More sharing options...
Anabella Maidstone Posted September 22, 2012 Share Posted September 22, 2012 I made this earlier today. It's pretty crappy and when I uploaded it in world it looked like it will need some serious textures to look half way decent... I keep referring to "it" as "it" because, I have no idea what it is. ahahaha I am a huge mesh, sculpty noob anyway but, I think what you've made are fabulous! And if you can build something like that in sl imagine what you can do with zbrush if you just gave it sometime! Link to comment Share on other sites More sharing options...
Vic Mornington Posted September 25, 2012 Share Posted September 25, 2012 Spotted this thread, thought id show some of the mesh stuff ive made... Brunel Hall Hotel in the Academy of Industry region of New Babbage. 120m long from bar to bathing pool, 50m tall, 70m from front to back. Entire building, floors, roof, walls and outside timbering details are all done in mesh, infact, the entire buildings structure is all in mesh. Sovereign House, my private home further up from Brunel Hall on the same sim (Academy of Industry) again, full mesh, walls, floor, roof etc etc.... 1 Link to comment Share on other sites More sharing options...
Aquila Kytori Posted September 25, 2012 Share Posted September 25, 2012 Top image is the first upload to the beta of my WIP to check normals and the general look . The rear needs more definition which isn't good because the LI is already at 41. I generally aim for around 8000 vertices max in Blender for a vehicle like this which normally translates to a LI somwhere betwenn 30 and 40. After my first pass, extruding from front to back the vertice count was around 2000. Second, adding front grill , doors rear windows etc , 4500. Third, bonnet and other details , 7500. Fourth and last before test uploading , seat, dash and more edgeloops to clean up edges, 9000, ( count with only 1 wheel ! ) So i'm guessing the final count in Blender will be like 10500. This is the first car i have done with a roof so i'm blaming that for the high count. One of the reasons i like doing cars is because I can get away without doing much texturing, ( not all creators are artists ) but thats something I should really learn to do as I'm sure it would cut my LI down by at least half and also a good texture looks so much better than SL shiny . The image below is of a car i saw a couple of weeks ago and took a snapshot to remind me of how it should be done . Link to comment Share on other sites More sharing options...
Sylva Petrov Posted October 16, 2012 Share Posted October 16, 2012 This is my newest offering - It's 13,000 and some-odd faces, comes out to 233 prims in Second Life, a number I'm pretty happy for for the size and detaiI may have to do some fiddling with reducing the size of some of the textures, but otherwise I'm very happy with it. Link to comment Share on other sites More sharing options...
Jo Yardley Posted October 16, 2012 Author Share Posted October 16, 2012 Love it! Very very nice. Link to comment Share on other sites More sharing options...
Medhue Simoni Posted October 16, 2012 Share Posted October 16, 2012 We all start somewhere Anabella. I think it pretty cool. With a nice texture, it could definitely work. Seems like alot of polygons tho, you might want to keep an eye on your polygon counts. Keep it up! Link to comment Share on other sites More sharing options...
Da5id Weatherwax Posted October 16, 2012 Share Posted October 16, 2012 well, here's a project got kinda stalled in the scripting - not for the working of the multi-mesh object itself but I hit a roadblock in sorting out the particle system to create the strand of fiber between the wheel and the spinners hand - havent had time to work out a fix yet) Link to comment Share on other sites More sharing options...
Indigo Mertel Posted October 16, 2012 Share Posted October 16, 2012 Nice work. It looks great, Sylvia. Link to comment Share on other sites More sharing options...
Sylva Petrov Posted October 17, 2012 Share Posted October 17, 2012 I think you could get away with modifying one of the open-source chain emitter systems - like CISS - to send the skeins to the hand, by affixing a emitter object to the hand with the thread texture to the receiving prim. However, I am not sure how such would align, so far as orientation of the 'thread'. Link to comment Share on other sites More sharing options...
Da5id Weatherwax Posted October 21, 2012 Share Posted October 21, 2012 Sylva Petrov wrote: I think you could get away with modifying one of the open-source chain emitter systems - like CISS - to send the skeins to the hand, by affixing a emitter object to the hand with the thread texture to the receiving prim. However, I am not sure how such would align, so far as orientation of the 'thread'. Well I oversimplified the roadblock a little in my initial post - the item is designed to be as "realistically interactive" as possible - so you sit down, click the box of raw fiber and are given a piece of roving to wear on your right or left hand That piece is good for X minutes of spinning, you wear it and off you go. The roving is of course the particle target for the yarn.It tells the wheel it's there and on which side it's worn on a specific channel and the wheel triggers either the right or left handed drafting animation, starts moving, generates the particles and starts filling the bobbin. After your handful of fiber is exhausted, the fiber says "I'm done", dies and the wheel stops. You need to wear a new handful of fiber to start again. (a full bobbin also stops the wheel but that takes several handfuls of fiber - you need to swap it out for an empty one by clicking on the lazy kate - once all three on the lazy kate are full another click will clear all 4, but I intend to hook that for plying in a later version) The problem I'm having is that every method I have tried so far to tie those comms to the specific spinner sat on that wheel seems to break it altogether and I really want it to be possible for multiple spinners to be in chat range each with their own wheel without comms crosstalk. Link to comment Share on other sites More sharing options...
Madeliefste Oh Posted November 5, 2012 Share Posted November 5, 2012 Lately I have been doing some replicas Café chairs by Thonet (land impact: 2) Lounge chairs by Mies van der Rohe (land impact 3) 1 Link to comment Share on other sites More sharing options...
Indigo Mertel Posted November 5, 2012 Share Posted November 5, 2012 Nice job. Do you use the curve modifier for those curvy frames? Link to comment Share on other sites More sharing options...
Drongle McMahon Posted November 5, 2012 Share Posted November 5, 2012 I am puzzled by the shadows in these pictures. They don't look like shadows that would be cast on any particular surface. Are they just an enhancement to the illustration, or are they part of the meshes? Link to comment Share on other sites More sharing options...
Madeliefste Oh Posted November 5, 2012 Share Posted November 5, 2012 Indigo Mertel wrote: Nice job. Do you use the curve modifier for those curvy frames? I draw splines first and then used sweep nurbs to make the volume. On the left picture you see the drawing of the spline. In the right the model that comes out of it. In the menu you see two splines: The lowest one is the drawn spline, the upper one is the form that the model must get. In this case I used a 8 sides rectangle as upper spline. And this is the result in SL. (Not finished, I'm not fully satisfied with the texturing yet). 1 Link to comment Share on other sites More sharing options...
Madeliefste Oh Posted November 5, 2012 Share Posted November 5, 2012 Drongle McMahon wrote: I am puzzled by the shadows in these pictures. They don't look like shadows that would be cast on any particular surface. Are they just an enhancement to the illustration, or are they part of the meshes? They are not a part of the meshes. I took pictures in SL, cut away the background and added shadows in Photoshop. Link to comment Share on other sites More sharing options...
Coby Foden Posted November 6, 2012 Share Posted November 6, 2012 Madeliefste Oh wrote: Drongle McMahon wrote: I am puzzled by the shadows in these pictures. They don't look like shadows that would be cast on any particular surface. Are they just an enhancement to the illustration, or are they part of the meshes? They are not a part of the meshes. I took pictures in SL, cut away the background and added shadows in Photoshop. The shadows look really odd. It makes the picture contradictory, the shadows are cast as if the chair was flat 2D object. When looking at the picture the brain gets confusing message. We know that the chair is 3D object, then the shadows cast tell something different. Scrap the shadows, or replace them with proper shadows how they are cast by 3D object. :smileywink: Anyway, the chairs are really nice. Good job. :smileyhappy: :heart: Link to comment Share on other sites More sharing options...
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