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Chic Aeon

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Everything posted by Chic Aeon

  1. LOL. That made me smile. If I had to go to all that work to keep them, better to let them go *wink*.
  2. Hard to tell as there are no avatars for scale but is it possible he is just too tall? I noted that a tallish avatar fellow had difficulty walking through a door in my home (I didn't make it) but got through on the second try. So it SEEMS like an avatar needs a bit of extra "air" headroom to make it though the doorway. If it is the SAME doorway the rest of the house uses then that isn't it obviously. AND if he can walk through the others wearing what he is wearing, then unlikely that is the issue. Could that large doorway header be a bit lower on this door than on the others? That's all I can think of.
  3. A brief look at some of the builds over at SL13B. Filming done the morning after participants were allowed in. Larger builds were already in progress of course. https://youtu.be/sKMHFxtgHlo
  4. I have made some demos in the past either with DEMO on the textures (and no mod of course) or by adding invisible cubes with DEMO DEMO DEMO onto the build (again no mod). That's pretty easy and the second option doesn't cost much at all. You can also put in the listing to contact you and you could rez it on their land. The idea is to make it non-usable but still viewable. That being said folks do seem to like to STROLL so forgoing a latte and getting some small rental land (quite a bit is a linden a prim so not expensive) would be a good plan if you are serious. Good luck .
  5. Typically your landforms should work just fine with tiling textures (or a special texture you have baked) using the default method. Did you assign a material and UNWRAP the landform? Looking down on the landform from above and choosing Project From View Bounds would be one way to go about unwrapping. Other than that I have no thoughts, sorry and good luck!
  6. NOOOOOOOO residences to promote. OH my! I suggest you look into ACTIVE role play communities. You can tell by how many green dots you see. I have lived in those and there were always people there and always people to talk to albeit "in character". That isn't really ME, but some of the role play communities are very good looking sims with very resonable rentals. If nothing else you can watch the neighborhood and eavesdrop on conversations until you feel at home with things. Note that there are also plenty of role play sims that are always VACANT, so do your homework.
  7. As far as I can see you found the correct thread to solve your problem. BUT there are SEVERAL steps to getting it fixed. It has been awhile but my post is the last on that thread and it does work, Aside from the two different materails (inside and outside) you need to do something odd on upload that most folks never ever do . I would read though that thread again -- especially towards the end. I put up a photo of my success but it did take me all day to get it working. The secret is there I am pretty sure. Good luck. It definitely is a pain. But it is possible.
  8. I really can't see well enough what is going on in your screenshot, but if -- as someone suggested it has to do with vertices that are unconnected but more or less lined up you can MERGE those Vertices. Occassionally I have builds that because I was getting a bit too fancy need some vertices joined. I do agree that trying to upload and use a mesh with vertices NOT joined when needed is a really bad idea. Fluttering and tiny little stitching lines are often in evidence. To MERGE select your vertices, choose the W key and then the MERGE function. (Pay close attention to your selection clicks of the vertices and which merge method you choose our you will have edges that aren't straight. ) Good luck. ww
  9. You also need to have mesh HEAD appliers as many folks now have heads (they are not new and more are coming on the market every day) and a mesh body applier without a corresponding head applier does us no good at all . Lumae for example has appliers for more brands and odd things like ears and baby bumps etc than I have heard of (long time blogger). And there are also many versions within the skins (freckles, eyebrows etc) that are not always shown in the demos. Checking out one of the deeply discounted skins at a venue might be worth the effort. And TOO, some folk just use the skins that come with the mesh bodies and heads. For example Maitreya and Lelutka skins and heads match exactly and you can certainly get by without appliers. There are some long time skin makers who are doing a good job on various heads, but not all heads are available for all skins AND the skin appliers are not as good as the skins that are built into the bodies. So those folks are crossed off of MY personal list until they move into what a fair portion of us need. SL moves fast these days. Keeping up is sometimes difficult but the folks that do reap some rewards. Good luck!!!!!
  10. I have been working in Cycles Render now for over a year. It was a long road as lots of folks were also wandering through the darkness. ALL our tutorials got better over time. In the beginning I could get a good look in render that did NOT translate into our virtual world. That was very frustrating. But it can definitely be done. Much of it has to do with your lighting set up. Some of it simply comes from lots of practice and knowing what node to tweak or add. After a year I LOVE Cycles. I always aim for a subtle look as I don't like cast shadows or anything that conflicts greatly with the viewer shadow (which I almost always have on). I seldom use textures for normal maps or specular now as they can look beyond awful depending on the Windlight setting. Instead I let Cycles do that for me and the folks that can't run advanced lighting. 
  11. Just wanted to note that if your "$9.50 a month" is a monthly charge for premium (I thought it was &9.95 or whatever) then changing to YEARLY would make a huge difference. Even with the 300 lindens a week stipend (it was 500 at one point) you are actually paying about a buck a month so a BIG savings over monthly. Tons of land out there, much not being rented or purchased. Things were different in the past but that is the cycle we are on now days. Learn a skill or use your RL skills and bring them into SL. OR as many folks suggest, skip "Starbucks" a day a week and use that money to buy stuff in SL - LOL. Lots of choices.
  12. Just to follow up on that last comment, the creator made the feet and hands as large as they could be simply so you wouldn't JUST use the demo (and hence be encouraged to buy the product they are selling ). Some shape designers make the EARS as big as they can be also. What you are really looking for in a demo is A. How the skin fits your head and B the overall quality. You do not need to USE the shape that comes with the skin, mostly they are optional. If the skin looks good on the shape you normally wear then you are set. With legacy (non-mesh avatars) the is a real need to try the demos as the underlying shape of the head makes ALL the difference in the world. With mesh heads, the skin makers pretty much know how things will look and it is considerably easier to have the skins work with the mesh heads. I have actually never found one that did not .
  13. Chic Aeon

    Bezier

    You need to covert the curve to mesh before you can upload. You will also likely need to assign a material (or more than one) to areas and unless you want just one solid color (that is be able to put a texture on the mesh or bake your own texture FOR the mesh) you will need to MAP your mesh object. Lots of possible steps but the most important one is below. Here is how you convert. Chose MESH FROM CURVE. 
  14. OK. I understand YOUR physics model fine, but here is what I think is "wrong". I had to go to a different browser in order to get this screenshot. Whereever these photos are coming from my default browser does NOT like it . Well it pasted in at an odd point (Me most likely - so scroll down>) I guess it might have looked "better" in edit mode but the jogs and stuff don't make sense to me. BTW, I made a new landform for SL13B (I have a "big" plot / she smiles) and it came in with great land impacts. So I have learned SOMETHING - LOL. Thanks sweetie. Yes, I am in and out of beta grid. Making an airplane hanger for a friend in Opensim but making it in SL -- well because I am going to use it there I hope AND it is nichey enough to sell I think LOL. Anyway it is going well at very low LI so far (details to come). So if you see a better version of THAT out there -- it's me LOL. Looking forward to playing with the Cycles textures soon. This is obviously VERY pre-alpha .  
  15. OK. So I definitely understand that you are smarter than I (at least in some areas *wink*) but I do not see how the front porch roof physics model is going to work. It goes against everything I have read here over the last four years. So can you please explain that more? And yes I agree it would be completely silly to upload every little piece; for one thing you would lose all the land impact "bonus" that mesh gives us . I was having issues seeing the photo enlarged so missed that so many objects weren't joined. And I am currently on the mesh sandbox on the beta grid at: secondlife://util.aditi.lindenlab.com/secondlife/Mesh%20Sandbox%203/193/63/23 So it is indeed working.
  16. There are NUMEROUS threads on this - hence I suspect no one answering lickety split. You have some things figured out. It is almost always more land impact efficient to upload in modular form than as a complex object. You need a physics mesh to go ALONG WITH your upload and it is loaded under the Physics tab in the uploader. It is not a separate thing you do later. So each piece would have its own physics model. You physics model will not work as you have it designed. Again likely a hundred threads on this in the forum archives so some searching will find your answers. The beta grid was open last week and mostly always is. You need to log into the beta grid using the GRID choices in the drop down area of the login screen (this is Firestorm - assume official viewer is similar - if not there will be a way to change grids .) You need to complete a separate mesh upload quiz in order to be able to upload on the beta grid. FINDING that is often a complex matter. Maybe someone knows the URL to that currently. I completed it over four years ago but it was an adventure finding it then and I see many posts with folks wondering. PS. Those skinny little railings are going to be problematic for LODs (distance viewing) so you might want to change the design somewhat OR upload them all by themselves in sections. Good luck.
  17. Hi. I didn't find any Lelutka makeup (I didn't look forever) so guessing I don't have what you need, but wanted you to know that you can put out a blogger call to about 2000 folks at SL Blogger support. In case you didn't know that. Here is the link: https://slbloggersupport.com/applications/ Good luck!
  18. AKERUKA has quite a few male mesh heads if you haven't tried them. Can't vouch for any as I am still not happy with the male bodies so my "guy" version of me is still in system avatar mode. Happily "he" doesn't get all that bare all that often *wink*. Good luck.
  19. I have made large mesh off sim surrounds with fairly good success. Since you won't be walking on them you can use the lowest physics possible and if you keep them as simple as possible (no sub surf modifiers etc) and let TEXTURES make up the terrain it works nicely. The prim count will be more than with sculpts but I personally HATE HATE HATE that coming into a sim and being inside a low flat HUGE sphere while the sculpt rezzes. I have a new very fast computer and fast connection so I can only imagine what it is like for folks with less power. If you have seven sims, you can definitely afford some "prims" (again my point of view - I have always hated sculpts). You will want to make the low hills and link those to a root prim that is placed on the land area. The root prim (can be a cube or an artful rock or pretty much anything) can be turned invisible or sunk in the ground as you like. Rez your hills ON the land, add the root prim of your choice and THEN move things off sim. It will of course look more realistic if you make several versions of the hills (you will need to keep them under the 64 meter size and cluster them) and stagger them around the area. Choices are good
  20. Well presumably you have the link to the application form. If not, it is here: https://www.projectsansar.com/creatorpreview "Word on the street" and pragmatic insight suggest that only highly skilled creators (possibly well acquainted with many disciplines) will be chosen. Since it has been stated officially many times that folks working in Maya will be the ones first invited with other 3D modelers possibly added later, that seems like a pretty big criteria -- the Maya thing with a good looking portfolio and or a good sales - exhibition record. It also seems that you need to have a well-defined project to work on to be heartily considered. Only the Maya part of this info is official and of course that might have been changed. But unless you are up in the top tier and perhaps with a few "teammates" I suspect your chances are very low. Patience is a good thing .
  21. Assuming they are prim or sculpt plants with transparent textures -- -turn on transparent (Ctrl + Alt + T) and you will be able to see the whold prim or sculpt. Ctrl + Alt + T gets you back to regular view when you are done.
  22. I'm not looking but it might be good to mention the prim (land impact) allowance with each of those options. Most folks will want to know that.
  23. Ahnue wrote: Is this because a link set was taken apart and not relinked? If you have your house unlinked now, that could be the issue. Here's the thing and I will try and explain it sort of technically LOL which I am not all that good at. Each piece of mesh has three parts to its land impact. You can see these by clicking on the "More Info" button in the build menu. Download weight, physics weight and server weight. Download and physics weights vary but server weight is always .5 (half a land impact point). When an object is LINKED all of the various weights are added together. When unlinked, the lowest any single object can be is .5 which ROUNDS UP TO 1. So for example you can link a .5 land impact picture frame to another one and they will be 1 land impact. Unlinked they will be ONE EACH. So for a more complex example like your house, you can have a linked object that has 30 parts. The lowest it can be when linked would be 15. When unlinked the lowest is can be is 30. It could be MORE than 15 or 30 of course depending on the complexity of some of the pieces of mesh. There are many times when building a complex item such as a house that the builder can keep adding bits and pieces to the final build and get NO land increase. I just love that. It's like a bonus. Even if you take a prim build house made up of cubes and change it to convex hull in the features tab you lower the land impact by half. This will only work on houses with indivual walls and doorways of course or you get that "can't walk into the house" issue.
  24. Nothing has changed except that the uploader will now split a mesh with more than eight faces into parts. Before it would just not upload some parts (this is as I remember from one occassion - I typically haven't used many materials until I switched to Cycles render). Since you stated that your object is one piece in Blender, then you need to limit your materials to 8 or less OR purposefully divide the mesh into two parts and upload accordingly. IF you can, use the same materials on more pieces. You can put several textures on ONE texture within you graphics program (like a checkerboard) in accordance to the size and shape that they need to be for the parts the coorispond to. Then you can have one material with various texture LOOKS. These of course will be changed together so if you are using specular or normal maps (or tinting or shine etc) think about which ones can go together in a combined texture. If your item is indeed smallish, you should be able to get it down to one land impact. Make sure that the lowest LOD is very very low. Use a cube for your physics model maybe . Here is a good link on LODs from this forum long ago. https://community.secondlife.com/t5/Mesh/Simple-mesh-pillow-13-prims/td-p/2482869/page/2 Edit: Probably the most important thing in general that I forgot to say as it seems so obvious is that SL requires LOW POLY modeling in order to get low land impact. So stay away from the sub surf modifier and similar modifiers as much as possible and get rid of any extra edge loops that you can after applying the modifiers. Don't follow tutorials that are meant for those needing RENDERS and not game objects. They will just get you into trouble *wink* unless you know what NOT to follow.
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