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Chic Aeon

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Everything posted by Chic Aeon

  1. LOOOOOOOOVE IT!!!!! Want to be fair though. I was over at Babbage last night taking a photo for a blogger meme thing and found one of the only mesh buildings there (I found two) had zeroed out all but the top level. Amazingly it was SO LARGE it actually worked well there. So sometimes very odd choices can be OK in CERTAIN situations.
  2. I was close to tears last night on another thread. Nope it was this one LOL. This particular creator was very popular at The Arcade some years back. Really beautiful finished product with lovely textures (I didn't even GO there. If those matches are on a 1024 that would be another thing.) I had a friend who ran a role play sim who refused to buy things from this creator simply because we all knew they were "laggy". The problem is, we didn't really know why (we could have gone into wireframe of course but NUMBERS are better). These are OLD so it is very possible that their items are "better made" (by this discussions standards) now.
  3. My VERY old outhouse (like four years) :D. All one mesh except the bucket. 3 li. Could use better LODs but not bad LOL.
  4. The differences between Aditi and Agni are not new -- at least not for me. I had the same issue yesterday (Monday) again on a complex item which ended up higher land impact on Agni than Aditi. Many things I make are -- well I guess after my eye-opening post on another thread -- VERY low poly (only in comparison (sigh and laugh) -- usually end up with the same costs and land impact. The more vertices that happen the more this occurs. In this case all the decor on the top two shelves is one mesh and the decor on the table top is all one mesh. So three mesh objects linked. On Aditi they are 7 on Agni they are 8. There may have been a dollar or so difference in upload cost (most of my things upload at $11 but this was $12 I think) but by the time I finished this I just wanted to finish LOL. It seems unlikely that this is only happening to me, but maybe other folks aren't paying close attention. I know not. NOT from Fantasy Faire *wink*.
  5. So you think I am too "flat" to make it as a pole dancer? LOL. Likely. Hopefully we all keep on learning. This week I have been pinning vertices without knowing it. Can't blame it on a new version of Blender and this has only happened a couple of other times in five years, so no clue what that is about. But NOW, hopefully, I remember that Alt+P when your cursor is IN the UV pane will get them off again. So strange. Poco a poco.
  6. My comment wasn't about LOD. The LODs are GOOD. I have been checking those for a couple of year. It is the POLY count that is astronomical. What REALLY boggles my mind -- and I have said this before -- is that KNOWING the mistakes they may with "free will and the uploader", The Lab repeated it mistakes with Sansar (hence the half an hour downloads) when they could easily have put safeguards in place like we had at Cloud Party. If I was there now -- knowing what I know four years later, I could make some pretty spectacular stuff that streams easily over the internet (and that was with download speeds of four years ago). But things are what they are. I just have to think on if I want to keep featuring "heavy" mesh. I have almost 5000 post on my main blog. Maybe it is time to take a rest. No decisions need to be made today. Maybe I can just go be a pole dancer --- but I guess that would be disillusioning also LOL.
  7. Actually yes it does :D. Personally I think we need BOTH low poly, good LOD mesh AND lovely textures. One or the other isn't enough. I don't have Maya and wont so I will never make those gorgeous buttery textures that it can produce. I can only do what I can do and be happy that I can do that much.
  8. OK I want to make one more comment because I am feeling fairly disillusioned right now. After going around and looking at the objects I have rezzed that are not mine and seeing their vertices count I am not a happy camper. The LODS are fine but OMG the numbers are astronomical and these are some of the best selling and most high profile H and G folks on the grid. I am far from perfect but I do very much pay attention to my vertices count and if I get up to 3000 on something complex I kinda shudder, but my head is shaking here and I need to take a step back and reassess "my position" a bit --- not as creator but as blogger. So one more kudos for the new tools which are definitely eye openers for those that care to use them. /me walks away quietly in a fairly grumpy mood shaking head and wondering what to do about all of this
  9. Soooo. I was checking another issue and noticed when I took this screenshot that I had something similar to what you are talking about. It is not on MY mesh, but one from awhile back from a good but "primmy" mesh maker. I have no idea why this is the first item I have seen like this and why it is different than "my" stuff. I went around and inspected via our new tools some other things not made by me and while I found no other instance of this issue I am feeling pretty damn virtuous about my low number of tris. Some took my breath away. Oh my, I am wiser now :D. Anyway here is my screenshot. This is NOT new mesh so it doesn't seem to have anything to do with any changes in the uploader. Perhaps something that now and then in the new tools gone amiss? No clue, but here is my screenshot. And as I pasted this in I had a thought. Maybe the "2" is for the shadow prim and then the bigger number is for some other part of the mesh? I tried again and could NOT reproduce the issue shown. Later the info came up as "2" for the shadow prim and everything was as it should be. Clicking on the various parts I got descending (if breathtakingly high) numbers. I will reassess my "good" comment and replace with "pretty" LOL. Second photo below first.
  10. You know I think you are right! I have almost NO no-mod stuff but I remembered a gacha item that I had that was no mod. I remembered as it was bigger than life size and no way to make smaller :(. So I tested on it. I had NO idea that car was sculpt. Frame rates are still good so I guess I will leave it for now :D. THANKS. It ALSO showed some weird stuff that was mention in another thread that I can hopefully find and add this too.
  11. Well you can of course see it on YOUR OWN things which is what I have been using it mostly for since I buy very little. But got a fee car today (prop for MOSP) and was wondering. I suspect the cars are all downloaded from the web but that "seems" to be legal now that it is in Sansar and we have the same LL TOS. But who know? Still very good for BUILDERS!!!!!! I use it a lot.
  12. A SLURL would be good to add and some pictures. People are going to wonder WHY that 100 prim rental is SO expensive ^^. Best to show them :D.
  13. Your website TRANSACTION HISTORY will show all money in and out of your account. If that doesn't add up, you will likely be the first one that has had this problem as we hear LOTS of info here. If your transaction history doesn't show lindens being taken from your purchase then a support ticket will do no good. The person you bought it from will ALSO HAVE NO RECORD so will not send you a "replacement".
  14. One other thing I noticed today. Unless I missed something (long day, many bakes but turned out well) we can only see the new mesh info on MOD items. So ---- does this mean that more creators that don't want to work on their LODs and physics skills as needed will simply make their items no mod? That is a daunting thought.
  15. And you just showed the level of your mentality there. I am gone. You guys enjoy yourselves.
  16. Wow this thread really got nasty. First of all you don't have to be a creator in order to cash out. I have a RL friend (relative actually) who has made TONS of money over on the Realms simply because he thinks it is fun. "Escorts" are not content creators and make plenty of money. So I think you are way off base there. And I have plenty of EMPATHY for people that I cannot personally relate to -- like RAPE VICTIMS. Really, so off base. I thought this topic was old news. It doesn't really impact me much but EVEN IF IT DID I am actually in favor of them not having a cap at all. Simply because it is unfair. The "little folks" that make less money should in my mind be able to cash out the same way the folks that make more do. EQUALITY IS GOOD. The cap (less of a difference now) was almost like the tax system where the rich end up getting off paying no taxes and the poorer folk pay plenty (this in the US). Anyway, for ME --- I just turn my money in when I have a bunch and don't WORRY about it so much. Honestly, if I want to stress over things there are much more important topics in the world to worry about. And I have owned several real life companies that did very well, thank you very much --- and I am guessing a lot of the folks here that do REAL business (not hobby, it's fun and I make no money -- and I think that is just fine to) also have. Going back to something calmer. I wish you lower blood pressures in the morrow LOL.
  17. I didn't have THIS issue yesterday but I had other major issues and while the models were fine on both the Aditi and Agni the end result so far as land impact and cost was definitely different. In Firestorm inworld they show as exactly the same using our new features, but I "paid" a bit higher LI and lindens. Again, didn't think too much about it as it has happened often to me, but ---- OK, Sit down now. I actually made LODs for this big model as it was "organic" and not what I normally do. Making the custom LODs was a very good thing in this case (and in a couple of others today) as again, very organic (won't show as I think Fantasy Faire is supposed to be secret LOL). Anyway even using the exact same files WITH my own custom LODs I ended up with a higher land impact and cost on Agni than I did on Aditi. I had previously thought that the Aditi uploader and the Agni uploader just weren't in agreement on things when THEY figured out the LOD models. That doesn't appear to be the case.
  18. Yes thanks. I know that is there and it IS helpful but not as telling as actually TESTING visually inworld and from different angles and directions. But the new additions are ALL a great help FOR SURE!
  19. According to the photo and machinima official policy photography is granted anywhere as long as NOT PROHIBITED in the land info tab of the sim. But yes, for machinima, unless stated in that same tab you need owners OK (in writing would be good ^^). http://wiki.secondlife.com/wiki/Linden_Lab_Official:Snapshot_and_machinima_policy As event typically go, even with a lot of folks in the group it will be likely that only a dozen or so will come to each event -- at least that has been my experience on several grids so worrying about filling the sim is likely not an issue. IF so many folks showed up, you could easily divide in half with one going to one location and another to an alternate.
  20. It looks from your screenshot that these are gacha items. They need to be listed differently than items you have made yourself. There is a video tutorial on that at YouTube. ALL the same gacha item go into a folder (so all pink shoes for Maitreya by (insert creator)). Then the Marketplace delivers ONE of those items until they are gone. Here is the first of three videos. Good to watch.
  21. I did note that the palms held together nicely. Just not in the market for palms so didn't pay TOO much attention :D. To be FAIR, the change in venue styles COULD be for faster shopping for folks -- since many items like clothes, jewelry and hair are all sold by vendor photos anyway. Personally I like some space to roam. I do love the new info on the build menu, BUT it does only tell you THE DISTANCE that the LODs will switch, NOT how they will look at that switching point. You can get an idea from the vertices count of course (also great to have), but visual testing is still the final test - in my book anyway. I had an occasion yesterday when building for Fantasy Faire (long distances needed) to use the chart for something unexpected. Even though my tris were low on a building , I had "overbuilt" with even the uploader defaults used. The build would have been visible from FOUR SIMS AWAY -- well THAT was overkill for sure. So I uploaded at a lower setting. Still visible from four sims away, but likely not all that great LOL. Saved some land impact pints and some work for the viewers. Fantasy Faire is built in an "O" shape and I am a corner so no one is going to be looking from four sims away.
  22. My general answer to typical H and G items is to keep the tris low to start out with and let textures do their job. I have a few items that have over 1000 tris for the top level, but many more that are under that. So I don't have to worry about most of the issues that are talked about here. I just keep it simple to start with. We all work differently though so what ever gets the job done well -- is good to know. And certainly -- and in some cases -- baking a high rez version of a model and using that texture on a low rez version works well. Not so much on the things I make though :D.
  23. Well in my example WINDOW (which was what this was about :D) the extra texture was a 512 with NO alpha and no materials were used in the build (cycles). In order to get the same end result via more triangles the build would have been well over 120 land impact instead of 45. So of course it depends on the project and testing is always necessary. No argument there. The comments on the forums that I was referring to was only about houses. I don't see this method being of much use for objects that will be seen from many directions at once. Actually Beq remarked on that in the thread I referenced.
  24. Since I can get a medium sized house on two 1024 textures (one inside, one outside and that includes trim et al) then I suspect you should be able to get your dress on one 1024 including belt. If you are using Cycles Render then bake at a high resolution like 400 or 500 if you can. If you are using Blender Render that may be tricker so I will keep my mouth shut there LOL. I think better than having a benchmark to weigh against, a more logical and "better practices" method would be to find the lowest number of tris that will still do the job and look smooth enough for your project. If you are making a SATIN dress, it will likely need more than if you are making a TWEED WOOL jumper. So some experimentation will be called for. I have actually seen clothes made without ENOUGH vertices (hard to imagine but true). I would aim for a middle ground. And check your avatar complexity when wearing -- there will be a hint in there also. And remember that you dress or other garment will not be the only thing worn or likely the only thing someone sees (think club) so low is good and if you can make the textures do most of the work === that helps too. That was my NON technical thinking.
  25. Well since there was no group involved according to the post as I read it, then "roles" shouldn't have been an issue. Sometimes thing just DON'T work as they should. Happy it fixed itself. It often does.
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