sndbad Ghost Posted February 19, 2018 Share Posted February 19, 2018 hello, friends, i keep having this problem i try make low prims work but i dont know how that work some work looks much poly but it be low prim other low poly show me many prims i give you example this not my work but i see it in SL here more details with 1 prim http://prntscr.com/igw92b here not much details but 55 prims http://prntscr.com/igwa8b i am really totally confused , i hope if you have any idea about that Link to comment Share on other sites More sharing options...
ChinRey Posted February 19, 2018 Share Posted February 19, 2018 5 minutes ago, sndbad Ghost said: i am really totally confused , i hope if you have any idea about that We may need a little bit more details but with differences as big as that, it's almost certainly the physics model. This is what you do: make a simple mesh cube and export it as a dae file. When you upload a mesh, in the Physics tab select "From file" and select thart cube 1 Link to comment Share on other sites More sharing options...
Pamela Galli Posted February 19, 2018 Share Posted February 19, 2018 Also, SL hates long skinny triangles. 1 Link to comment Share on other sites More sharing options...
Love Zhaoying Posted February 19, 2018 Share Posted February 19, 2018 Just now, Pamela Galli said: Also, SL hates long skinny triangles. That’s acute thing to say! 4 Link to comment Share on other sites More sharing options...
Chic Aeon Posted February 19, 2018 Share Posted February 19, 2018 (edited) There are lots of factors that determine what land impact will be on a single piece of mesh. One of course is SIZE. Another is LOD settings. In the case you show, however, it does look like the most likely cause of the high land impact would be that it was uploaded with HIGH physics. A sword doesn't really need physics in most cases so using a cube would be typical choice to use as the physic model. This book stack for example was uploaded with a cube as the physics model. IF it would have been uploaded using high physics it would have had a much higher land impact. You can see the physics shape by turning on the "eye" icon (Firestorm Viewer Only at this time). See the red dot. Edited February 19, 2018 by Chic Aeon Link to comment Share on other sites More sharing options...
Rolig Loon Posted February 19, 2018 Share Posted February 19, 2018 2 hours ago, Love Zhaoying said: That’s acute thing to say! Just another pointed comment. 1 Link to comment Share on other sites More sharing options...
Love Zhaoying Posted February 19, 2018 Share Posted February 19, 2018 20 minutes ago, Rolig Loon said: Just another pointed comment. Getting wise with me? Say, what’s your angle, anyway? Link to comment Share on other sites More sharing options...
iamyourneighbour Posted February 20, 2018 Share Posted February 20, 2018 (edited) 11 hours ago, sndbad Ghost said: hello, friends, i keep having this problem i try make low prims work but i dont know how that work some work looks much poly but it be low prim other low poly show me many prims i give you example this not my work but i see it in SL here more details with 1 prim http://prntscr.com/igw92b here not much details but 55 prims http://prntscr.com/igwa8b i am really totally confused , i hope if you have any idea about that The 'lowest' LOD is not optimized that's why the LI count is high. Also you need to consider physics. When you upload, there are two impact factors, download and physics, whichever is higher becomes your LI reference. So say if I have a golden pelican sculpture, and I let SL determine its physics according to the highest LOD, you can enlarge that pelican and walk on its beak. The question is, do you really need that ? Long story short, here are the contributing factors: 1. The physics are unnecessarily complex, usually due to not knowing or willfully ignorant 2. The lowest LOD is unnecessarily high, or poorly optimized. If they are seeing the lowest LOD, they probably shouldn't need to see it. Usually results of wilful ignorance, the type of people who want you to see a 20000 poly chair from 2 blocks away Clothing or avatar items may have really high LOD since avatar items are not meant to be teased on the ground in most cases. Check my shop you will see what is possible to lock into 1LI Edited February 20, 2018 by iamyourneighbour 1 Link to comment Share on other sites More sharing options...
BiroIsHere Posted February 24, 2018 Share Posted February 24, 2018 On 20.02.2018 at 3:50 AM, iamyourneighbour said: The 'lowest' LOD is not optimized that's why the LI count is high. Also you need to consider physics. When you upload, there are two impact factors, download and physics, whichever is higher becomes your LI reference. So say if I have a golden pelican sculpture, and I let SL determine its physics according to the highest LOD, you can enlarge that pelican and walk on its beak. The question is, do you really need that ? Long story short, here are the contributing factors: 1. The physics are unnecessarily complex, usually due to not knowing or willfully ignorant 2. The lowest LOD is unnecessarily high, or poorly optimized. If they are seeing the lowest LOD, they probably shouldn't need to see it. Usually results of wilful ignorance, the type of people who want you to see a 20000 poly chair from 2 blocks away Clothing or avatar items may have really high LOD since avatar items are not meant to be teased on the ground in most cases. Check my shop you will see what is possible to lock into 1LI That's absolutely right! I making 1 LI high detalied stuff too. I just wondering why ppl wanna see stuff from 20 or more m if its barelly visible anyway. 1 Link to comment Share on other sites More sharing options...
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