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Teriki Tigerpaw

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Everything posted by Teriki Tigerpaw

  1. Aw, you don't have to watch them if you don't want to, they're just for reference sakes (to show what I'm talking about and not sound like a lunatic... oh wait, I already am one X3)
  2. Yeah, no need for suggestions. However the builder's forum would be a great place to pick up where I left off (for me at least). As for poly trimming, I'm good at that (Normal maps ftw). What I've been using is the Unity3D Engine... Of course I'm just starting with it, but I've actually figured out a couple of things already. Anyways, a lot of models should not exceed 10,000 polys (Never exceed 25,000 polys on the Unity Engine... Never). I stick with the "no more than 5000" rule. I did a simple 2000 poly character with normal maps and it looks very good (However I noticed that my normal map is inverted in Unity --- Link of video down there... I was testing stuff). I dunno what Second Life's Engine can handle (I guess call it the Linden Engine, heheh), but if it's anything like the Unity Engine, I bet it can't handle much anything bigger than 10,000 polys efficiently. I'm sure they'll figure it out eventually. Anyways, onto my 3D Model building, I should get Taichi in there X3 My greatest accomplishment since I did so well on the first animation with him X3 (Actually... Today's Saturday... I'm gonna do something outside, lol; then I'll work on importing Taichi) --- Unity Animation Testing --- First Taichi Animation
  3. Oh yeah, I've heard about that project; I haven't seen anything much farther than beta testing of uploading the meshes. The major problem with that idea, however, is that some people are not as efficient in creating models as others. -I- can trim my meshes down to 2000 polys, but what about someone who doesn't have game design knowlege and thinks that their 10,000+ poly model will work in SL? There isn't a way to determine the the number of polys on a model before a file is opened (currently)... Heh I was just about to start suggesting stuff on how they can improve their mesh importer, but this is a Question/Discussion, not a suggestion board X3 At this current moment I would continue to believe that the only way is sculpties, but because they're so limited, the mesh uploader will be used eventually. Though sculptie prims can be twice as useful (Hey, I have this car sculptie... which I can use for armor for a spaceship! Shweet!)
  4. Alrighty, sounds good to me. I'm gonna hafta try the projection method mentioned on another webpage that I spotted. That one sounded like it would work 100% (without needing super-imposed plugins like the Prim Creator which requires you to build the objects with the Prim objects... A Little over-done for objects I've already created in some of my files.) And I didn't know about the grid and viewer. Had I known about those a couple of years ago, I wouldn't have wasted my money on clothing designs. Thanks!
  5. I wish this had a search function so I could see if some other 3D Modeler has done this... Anyways, question is, how do I create a sculptie map using normal maps that I have already created for my models. I have Autodesk's Mudbox which allows me to create two styles of Normal Maps, which makes it very easy to give my characters a necessary bump map for higher detail. Mudbox can export two styles of Normal maps Object Space and Tangent. The files to represent this are attached. The files are the two normal map styles that I can use in Mudbox (there's also World-space which doesn't create that much interest). Thing is, my mesh has a custom UVW Map setup, not accustomed to the general "sphere" that SL goes with, and instead has 6 sections for 6 major parts. Is there a way to take these Normal maps in Photoshop (or some other Image Editing Software... I own Photoshop) and get them to work correctly in Second Life. Also, is there a way to test these sculptie maps (to test any answered methods) without wasting $L10 on them. Last thing I need is to import/upload a sculptie map to find out that it won't work. (Files attached: Normals: Lo-Res --- This is a normal, normals map that most people are accustomed to when creating bump maps Object Space Normals: Lo-Res --- This is the style of normals map that cannot be altered at all. No mirror, no flipping, nothing. Or else the textures will get messed up.
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