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Chic Aeon

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Posts posted by Chic Aeon

  1. Well --

     

    I am in a chatty mood tonight it seems.

     

    That group started not too long after the big TOS change in August a few years back.

    http://chicatphilsplace.blogspot.com/p/linden-labs-change-in-tos-august-2013.html

    Much dra-ma both with the TOS and the group and happily I was at least out of the group excitment.

     

    People have been writing about the group for a long while -- not being let in, no replies, etc etc. We are talking YEARS here.

    I can't remember if I ever applied long ago or not. I definitely qualify but if I applied I never received a confirmation. For all we know the whole group is no longer viable.

     

    The bottom line is that it simply doesn't matter. Do a good job. Put "original mesh" on your items if you want. Build up your own credibility.

     

    There were plenty of folks that were (and likely still ARE ) ANTI  SLOCCA.   I would never want to be a part of that group THESE days. :D.  You remember those cliques in high school? Well SLOCCA is right in line.

     

    OR you could just make your own very lovely logo LOL (honestly, not being catty. Just so very ridiculous.)

     

     

  2. Smiles.

     

    I remember you post from a few days ago. Here's the story -- for better or worse.

     

    In the olden days (pre mesh - pre sculpts) folks pretty much built like you are building. There were a few stellar (STELLAR) folks around (and still around LOL) that made their own textures in 3D programs and then mapped those inworld to their prim builds. They were WAY ahead of the curve, likely made tons of money etc etc. Good for them.

     

    Then came sculpts (not too great with many issues) and mesh.

     

    The real answer to your query is Blender Cycles (or the equivalent in another 3D program). This bakes the shadows into the mesh (well it makes a texture that you add to the mesh and you end up with a very convincing look (with practice) of light and shadow EVEN for folks with lower abilities in the graphics department.

     

    That however takes TIME. Lots and lots of time. After almost four years of 40+ hour weeks I feel pretty confident. I wonder about these folks that say the "get it" in a couple of days. I have my doubts as there are SO MANY things you need to consider to make good and convincing mesh.

     

    Anyway, that is the LONG answer. The SHORT answer and what was used for a long time years ago would be to make a texture (or a few  - 512 x 512 - 512 x 256 - 1024 x 1024 etc) with you base texture as you have shown with SHADOWED edges around the sides. Actually I am sure you can find these at texture stores as they were all the rage a few years ago. This gives a sort of faux shadow to each prim. Actually it looks pretty good. Not Cycles good by any means but a big step beyond what you have there.

     

    Materials came in maybe three years ago and were all the rage. Lots of folks still use them. But to DEPEND on them is a mistake from my point of view. Too many people cannot use advanced lighting AND in many windlight settings normal maps can look really really bad. For that reason -- even though I have a program that will make normal and specular maps -- I rarely use them these days. I rely  on Cycles with a very overall shadow pattern.

     

    The bottom line is that if you are serious about building then learning 3D modeling will be extremely important. It is not a short term deal as I said before. It takes a commitment. BUT once you have put in your time, life goes back to fun and creating rather than "how the hell do I do that" mode LOL.

     

    All that being said -- when I went over to Opensim a couple of years ago I rediscovered prims and it was great fun. You CAN do a lot with prims and good textures, no argument there.

     

    Most everyone started with a cube.

     

    Here is a link to my tutorials if they might be of assistance :D

     

    https://plus.google.com/100190052320604204973/posts/XD1KKUNKLAK

     

    Those are from 2015. Newer ones (very advanced) are in my Google stream.

     

    Happy creating!!!!

     

     

     

    • Like 1
  3. Agreed that the inventory  has changed now on the beta grid and you are SUPPOSED to have both inventories there. This is sometimes very handy and I do appreciate looking better over there (vain vain).

    BUT it is not working all that well. For a long while much of my main grid inventory was listed but not available including body parts so I went around in just a necklace and alpha layer for some days (yes I could have put on some old stuff from my aditi inventory (well maybe) but it didn't matter.

     

    THAT got fixed for me, but last night I went over to test an addition to some mesh I had made the day before and carefully SAVED with SAVE in the filename :D.  All my uploads from the day before were gone. So I uploaded it all again and happily it wasn't too complex an object.

     

    So while the idea is a great one, it might be awhile until it is stable. If you really NEED something to work on over time -- like a building -- then leaving it rezzed and rerezing often so that it remains out might be wise.  That has been and will be my plan for awhile.

    • Like 1
  4. I measured that problematic doorway and also found out the heighth of my avatar friend.

     

    He is 2.28 meters in the shape menu. The doorway that was an issue (other taller ones were fine) is 2.5 meters and again he DID get through the door but took a couple of tries.

     

    I have a guy avatar that is much taller and I am sure he wouldn't make it. So there IS something to say about making those doorways a bit bigger than "real life". The folks that propose that are evidently not building for the masses :D.  

     

  5. 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.

    • Like 1
  6. 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. :D

    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 .

  7. 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!

     

     

    • Like 1
  8. 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 :D 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.

  9. 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 :D.

    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.

  10. 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

  11. 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 :D.

     

    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!!!!! :D

  12. 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.

     

    

  13. 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.

  14. 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 :D).   

    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 :D.

     

     

  15. 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.

    

  16. 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 :D.

     

    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 :D.

     

    

     

    

  17. 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 :D. 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.

     

     

     

    • Like 1
  18. 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 :D.)

     

    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.

    • Like 2
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