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Charlotte Bartlett

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Posts posted by Charlotte Bartlett

  1. 12 hours ago, Chic Aeon said:

    I am not playing around yet but wanted to mention that in Sansar with I think a very similar system you could basically "ignore" the PBR by putting in grayscale textures in the panes.  I DO think that PBR  can be lovely but not everything needs to shine and reflect IMO.  So "there" I just pretended it didn't exist LOL.   I won't be looking at this closely until FS gets PBR but I did check my current builds in the PBR Linden viewer and they seem to be fine. So hopefully that holds true.  

     

    For me: The challenge is more EEP if you tweak it to work with the PBR materials then other items look less stellar on non PBR viewers.  That example pic above demonstrates it.  That bottom pic on my old EEP setting looks fine with standard textures. Tough when you have four regions that will gradually move over PBR so I will organize region by region to start I think. Once Firestorm is out of Beta that will be the game changer and we can then embrace if fully. 
     

  2. 3 hours ago, Qie Niangao said:

    (sorry, this is a bit off-topic, but I'm interested) Are you selling structures with reflection probes included? If so, are you setting an Ambiance level for those probes? Or is this all best left up to the customer, to fit their specific use (and expecting them to navigate that themselves)?

    I am including probes to start as I find my way but mod so customers can adjust.  And then yes setting Ambiance.  Plus with EEP packages.  But it’s a learning curve So will adjust as we all become more commercial.

     

    3 hours ago, JeromFranzic said:

    Firestorm has PBR viewers, but they're available only in the preview group in world (beta quality). Two versions are out: one for Second Life, and another for Open Sim.

    For content creators we need a consistent output between viewers so are straddling right now. 

    • Like 1
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  3. Play with your Sun colour first.

    Some examples as I changed the sun to a darker grey to desaturate.
    The challenge as I mentioned on another thread are creators now going to have to bundle EEPs with products?  Customers are doing to pull their hair out trying to understand why it doesn't look like the picture due to their own EEP settings. (I am going to be included EEP settings with my PBR products as houses especially glass can have some bizarre interaction).

     

     

    Screenshot 2023-12-02 at 3.33.00 PM.png

    Screenshot 2023-12-02 at 3.32.18 PM.png

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  4. To give you an idea of how different things can now look.

    These are raw rough screen captures from both the new PBR viewer from LL and the current non PBR viewer from Firestorm.

    Image 1 with a PBR visioned EEP set up for lighting plus all PBR materials in the latest SL Viewer. (note Scene lighting not finished yet so ignore those!)
    Image 2 regular 2d texture export from the same substances on the same house (same EEP setting) on the latest Firestorm Viewer.

    It's honestly making creators pull their hair out so I can't imagine how confusing for users too if you have been away for a bit.
    I would for now stick with the older viewer until PBR is more widely adopted if easier for you for now.

    Whilst there are still bugs with the latest PBR deployment from LL, Firestorm I believe hasn't yet released PBR as more bugs are yet to be resolved (albeit it is now in Beta versus Alpha so I am going to test it this weekend myself too) - Hopefully I have that correctly stated @Beq Janus @Whirly Fizzle

    I think I will still end up releasing my new PBR items soon,  with non PBR as a second version for now.  

     

    PBR LL.png

    NonPBR Firestorm.png

    • Like 2
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  5. 21 hours ago, Marcthur Goosson said:

    No matter where I put the sun, in SL or SP, I get the same result.

    I looked for a blue light source, could not find it and to be sure I rezzed at 1000 meters.

     

    It’s your SL EEP settings your substance ones look good.

    i have a stack of PBR items ready to go.  I have had to create 4 new light settings EEP that I will bundle with the items.  The challenge is a lot of regions if using their settings, lighting creates a lot of “blue”.   I would be happy to send you one of my EEPs to play with,  IM me in world.

    I have held back on mine due to Firestorm holding back atm. 

    • Like 1
  6. 1 hour ago, arton Rotaru said:

    I did not watch the video. I just took a look at it's chapter titles. Could be that it "just" covers how to fix the material if it's having an undesired setting?

    Adding a comment that it can lead to confusion as shown is a good idea, though!

    No it was treating it as part of normal workflow that it will default to the wrong format.

    I think I am doing it through the lens of people new to PBR - and always explaining "why" something is the way it is if you are having to make an edit in Second Life - leads to better education in "is this the right approach".    If I hadn't questioned it myself and thought this "can't be right" I would have never known why the default was occurring.   I have been doing this for years and I yet if followed that video blindly I would have spent hours as a creator fixing it each time without knowing the issue was something very simple in Substance I could control.   I wouldn't have known without your reply :)

    We don't get a lot of people in the forums so any Second Life University videos should be more informative and pure to correct workflows to my mind.  I had quite a few comments on that video as mentioned. before just this point.   If it was a tutorial outside of the SL University - anything goes! :)

    • Like 1
  7. 36 minutes ago, arton Rotaru said:

    Hm, I don't have that problem. I just remove the opacity channel from the material under Texture Set Settings in Painter so it doesn't export a RGBA base color.

    I am wondering if then it's because I have Opacity at 1 versus removing it...I have become a compete newbie again with SL creation :)

    Are you when uploading the GLB then opening the material - what are you seeing in the base color for Alpha setting?

    Screenshot2023-11-07at3_37_09PM.thumb.png.187720a3758e1d47c7aee4c3dfd1bca6.png

     

    Interestingly they include the "same workaround" in the SL University - link below at 4 minutes in.  If you go to 8 minutes 30 seconds in - you'll see how even on a one material item he is having to change it.
    No explanation on "why" in that video they are having to update the material in SL from Blend.

     

    • Like 1
  8. EDIT:
    Issue Resolved and summary here - I am leaving this post here as the SL University Video I include below "shows the wrong solution" to the problem and will mislead users learning PBR upload for the first time.  Thank you to @artoo Magneto for the solution.

    1. To default to Opaque you need to change the material in Substance Painter.  You should NOT fix it in SL as a workaround (unless you like extra work).
    2. To fix materials in Substance Painter for non transparent materials (e.g. non glass) exports for GLB, go to Texture Set, Channels and Delete the Opacity Channel.
    3. Then export textures using Gitf PBR Metal roughness and the default will be set as Opaque correctly on applying the PBR material in Second Life.

    Hi all,

    This is a bug bear of mine across large complex builds.  Perhaps I am missing something?

    Do any of you more involved with PBR know why the GLB materials when applied are defaulting to Alpha Blend versus Alpha Opaque.

    Is it - 1 How LL coded it.   2 A general limitation of GLB data.   3. The export from Substance painter defaults out to PNG.  4. Something screwy with the material in Substance Painter adding in an Alpha Channel.

    The SL University video (another bug bear of mine) shows the user doing the tutorial having to go in and changing alpha at the material level out of blend into opaque so they are incorporating an approach that the user has to change it themselves after materials being applied.  (I have more issues with that video including how they skipped in the workflow having proper LODS made in the upload showing best practice for users)..

    This is strange to me as the majority of items will have the majority of materials in the Opaque format versus Blend so causing more work for creators to faff around with settings after each material is applied.

    I tested a workaround moving the texture files for GLB into JPG format from PNG to strip any alpha data from Substance Painter (just in case) to test if that would force a new default for base color from Blend to Opaque (it did not).  I also then tried a basic material with no alpha data in it - same result in SL - Blend set as default for the materials in that GLB.

    Whilst I can go material to material etc defaults each time, then do elements like glass back to their settings - this is a terrible workflow in terms of efficiency.

    I have raised a Jira (https://jira.secondlife.com/browse/BUG-234646)

    I am fully aware I am still early in on the testing so I am sure brighter minds have already probably discussed/come up with their thoughts on this.   Keen to see if I can optimise my workflow as a result or if my JIRA is a valid issue.

    Thanks

     

     

    • Like 1
  9. On 10/21/2023 at 7:36 AM, Avaway said:

    Does anyone know if it is possible to withdraw money to a business PayPal account (not a private one)?

    Yes you can but your avatar account would need to be linked to the business name and Tilia will need your business documentation, EIN etc.  You will need to contact them in advance and allow time for the checks and processing in advance. 

    • Thanks 1
  10. 11 hours ago, bateliii said:

    I hope this is the right place to open this topic.
    I don't know how SL is different from other virtual worlds out there. But there are games like VRchat that gives the player an option of a house to return to.
    In SL everything costs money (a lot of money) and in-game currency is not really a thing, unless you have a job or successful business.
    Since my first day in SL I don't understand why we didn't get a private place that we could call home. A place to rezz things in instead of looking for a sandbox. Change clothes, work on our shape freely instead of looking for an empty place to do so. And so on. The minimum is to get a completely empty place, not necessarily a furnished house. Just a place that will only be yours.
    Why do you think free houses don't exist in SL?

    I beg to disagree my apologies.

    Not everything costs a lot of money your argument isn't particularly representative of the situation.

    You can buy a house or close to having a free one - content creators like me do give out 75L houses each week (so that's about 30 cents) on sale (and high quality ones).  
    Also there are freebies out there if you really don't wish to invest 30 cents into a house. Land being free to call a home is a different matter and others have answered regarding that.

    • Like 1
  11. On 10/6/2023 at 2:50 PM, animats said:

    What you're supposed to do with PBR is have lots of lights and realistic surfaces. Unless it's an illuminated sign or a disco, very few surfaces should be emissive. The big change with PBR is that you need to light the interiors of all buildings, or you can't see anything. A problem is that SL lights don't have real lumen ratings yet. PBR still has lights from 0 to 100 of something. They're supposed to be real light values, the sun should be far brighter than most lights, and you need tone-mapping to give the effect of auto-exposure. All the heavy machinery (PBR, tone-mapping, high dynamic range in the image) for that is in SL but it's not exposed to creators yet. Once this all works, SL should look like Cyberpunk 2077, which has all that. It's very striking when you go from a dark room to bright sunlight. Just like real life. Which is the whole point.

    PBR doesn't change illusion of depth. We had normals with ALM (although too many objects don't have them), and we have normals with PBR.

    Please try to hold down the use of shiny with PBR. Go visit Materials 1 on the beta grid with a materials viewer, or Rumpus Room on the main grid. Ooh, shiny thing! Cool for ten minutes, then ugly.

    I have been testing a bit,  but interesting on interiors - when I create the house I can manage that well.   When people start adding in their own lamps, (face lights - LOL we know somebody somewhere still is doing that ha), scene management is going to be interesting.   I did not like leather results I did on furniture so more focus there needed to figure workaround.

    I need to get more testing in too for my window glass as that is where I am seeing good results so far.

    • Like 1
  12. On 5/30/2023 at 6:11 PM, Lyric Demina said:

    My 3rd year in SL, and in fact this image was captured on May 4 2010, I had been shopping at Distressed Textures on a region called Ares Aglaia, and out of curiosity I cammed-out to see the area upon which I was standing.  I realized I was at the top of a tall tall tall cliff; and the store was a little distressed shack on this massive expanse of land.  This little shack and a flimsy bridge between cliffs commanded the whole region.  I remember the emotional reaction I had to this location and to this whole aesthetic; and I realized "I want this."  In 2007 when I first rezzed, I was content to rent; and then in 2010 the dream for my own land came out, inspired by this one creator and the region they occupied.

    Distressed Textures.png

    I only just saw this.   Sadly the creator (Jewel Lamourfou) passed away in the last week after an illness.   She will always be fondly remembered and was the first friend I made on Day 1 in Second Life.  (I landed on her head as a clueless noob in 2006).

    We may no longer have her soul with us, but her memory and artwork (and RL artwork) will live on.   It was lovely to see you were inspired by her work :)

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  13. 51 minutes ago, TechLawProf said:

    Sorry for my delay in responding. Because I'm a new member, I quickly hit my limit on forum comments (6 total, I believe) and had to wait for 24 hours before before I could comment further.

    I really appreciate the responses thus far, including the critiques. I'm obviously new here, and I'm still learning about SL's cultural norms. I apologize for any faux pas I may have committed (and any others I'll likely commit in the future).

    Folks have asked fair questions about my pedigree, my research, and my agenda. I really didn't want to draw much attention to myself (as opposed to my questions) in this thread, which is why I didn't initially disclose those details. But the questions are fair (and I can see that folks are wary because of the past behavior of researchers or journalists who have opened these kinds of threads before), so I'll answer them.

    I'm a law professor at the University of Tennessee. Here's a link to my faculty profile: https://law.utk.edu/directory/nicholas-nugent/, and here are a couple of my recent publications: https://digitalcommons.law.uw.edu/wlr/vol98/iss2/7/, https://ctlj.colorado.edu/?p=708. Although these articles are more in the field of Internet Governance and may or may not be of interest to folks in SL. The papers are doctrinal, rather than empirical, which is standard fare for legal scholarship.

    My project here is also Internet Governance-related. My purpose is to analyze the concept of digital property, inclusive of identity (aliases, avatars, etc.), goods (tokens, resources, entitlements), and realty (mostly websites). I'm interested in SL because of how much users invest into building up their avatars and acquiring digital goods. To what extent should the law treat such resources as property? (If you're interested, there's at least one case on this issue, which focused on SL assets: https://casetext.com/case/evans-v-linden-research-12).

    So, my methodology here is qualitative rather than quantitative. I just want to understand how people think about their digital identities/goods and what kind of deprivation it would be if they lost them. That's why I haven't asked these questions in the form of an empirical survey in order to derive statistics or the like. Moreover, to be transparent, my research on SL will comprise only a portion of my research. The rest will be boring stuff like property theory and caselaw.

    The output of this research project will be a full-length article in a legal academic journal. I'm not a journalist, and I have no intention of writing any kind of web article that would put SL users in a bad light. I'm just trying to understand the culture and the behavior, and talking directly with veteran users will provide the most direct path to that kind of information (although I will continue to explore the world myself in parallel).

    Many thanks!

    Nick

    Hi Nick - always recommend starting with full disclosure as there the age old issue on forums on the internet of low effort posts wanting "something" from the community they are communicating with.

    Thank you for confirming the information.    I would be happy to give some information, I will contact you offline via your profile link above.
    Re the case you mention there is wider history there in addition that likely would not be appropriate to discuss on the forum of the company involved in it.

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  14. 1 hour ago, TechLawProf said:

    I'm currently researching for an article related to digital identities. I'd like to better understand how people interact with Second Life and what community norms are around avatars. 

    If anyone regularly participates in Second Life and has a good handle on the platform and community norms, I'd love to talk to you.

    In addition, I'll post some questions to this forum for anyone to answer:

    1. How long have you participated in Second Life?
    2. How many hours per week (on average) do you participate in SL?
    3. How much time have you invested in your avatar?
    4. Do you make your real identity known, or do you remain pseudonymous?
    5. What is the worst thing a person can do in SL?

    Thank you,

    TLP

    which article and which publication?

    • Like 5
  15. There is stuff that was for sure but then there was also the crowd that wanted that stuff even when ALM was more used due to their own machine’s capabilities.  Any furniture or house should always be mod so you can detach or retexture.   Just being able to set shadow prims (the old term) to detach or be 100pct transparent is a must. 
     

    ita going to be interesting when we are deeper in PBR how older non PBR things are perceived.   Time for some new content!

    • Like 4
  16. On 8/7/2023 at 8:29 PM, ChinRey said:

    One day sounds like a lot to me.

    This is not a complex build but with all the curves it's not exactly a simple one to create LOD models for either:

    image.png.b69d59c4925b7fde0cd26cfc960305ba.png

    At 0.5 m height it's 1 LI by a good margin (0.7 download weight) and here is how it looks at low LOD - 18 m view distance with LOD factor 2:

    image.png.9916442a78ebcd4dd4c6a147136553c3.png

    I do not know how good or bad this is compared to how others do it and I do not know what people expect but it took me exactly ten minutes to make the LOD models.

    It's all about developing efficient procedures and also to learn how much it's necessary to reduce. If you have to figure out how to make the LOD models from scratch for every new build and also spend a lot of time testing models to find the optimal one, there's hardly a limit to how much time you can spend but even some very basic routines will save a ton of time.

    Here's another example. This is a mesh with the interior walls, floors and ceilings for two rooms of a house. A bit complex with four window openings, two doorways and two archways but not much more than you'd usually want for two rooms. (Btw. I always try to combine the interior of two rooms in a single mesh since that gives me six faces to work with for the walls, floors and ceilings of each. And unless it's a very small house I always have separate meshes for interior and exterior since they need very different LOD handling.)

    image.png.940cbf7f4211611a623f9cec1a80a607.png

    image.png.971733fdd3ae8ab6f8e28a673f93dc78.png

    image.png.710d7b42e5893c959d8891dad401d188.png

    15 minutes of work to create LOD models simple enough to keep the LI down to 1 but detailed enough there are no noticeable reduction whatsoever even with LOD factor 1:

    image.thumb.png.602f6f1c60ff1cd73f26c450cb7149f4.png

    Normally I owuld have done it in ten minutes but it's late night here so my brain isn't working too well. I made a mistake with the mid LOD and had to redo it.

     

    Agree to disagree :) apologies!

    For a commercial house that is complex creating 4 LODs is def a day (8 hours) for a regular hobbyist creator if done properly.  

    A box house that is all one piece or simplistic can be done in an hour.   Furniture I can do in an hour.     I often see examples of technical mesh on this forum that are def easier to do LODs for.  

    However people generally want houses with more modify capability and complexity which bumps up the effort and construction approach.  
     

    • Like 1
  17. I am a total hobbyist and have no issue stating this. 

    I do wonder if we could we use better methods to better create LODs with the mindset that a lot of creators are hobbyists and there is a complete lack of quality workflow (officially) for content creation.

    It's also tedious, time consuming, half the time one small error can blow up your models if you carry the error through on each LOD model and honestly most of your competitors are NOT doing any optimization and customers truly don't "care" as long as it looks pretty (for them).

    The core issue is creators have (this is a bit tongue in cheek) but example options right now.

    1. Do it properly by hand with full control in their 3d Program. 

    Cost:  The Creator has to add around 1 day effort per complex build.  Mine even more as C4D dae files don't work so I have to FBX each LOD into Blender then export to DAE for the uploader to work for LODS (for auto LODS I can skip this step).  Most customer don't notice the difference or understand it and you end up with higher production costs to income per product.    Now if fashion did this on top with the number of bodies, sizes and whatnot - I can imagine their workflow would grind to a stop - it's already beyond saturated in effort in terms of the body/coverage issue they face.

    Benefit:  Amazing efficient models across the grid.

    2. Semi do it properly blending a bit of the above and some of the bashing the LOD uploader.

    Cost: The Creator can speed up their workflow a little but knows on some very low settings there still will be trianglefest for the lowest possible setting.
    Benefit:   It's still more effective than doing "nothing".

    3.  Follow those certain Furniture Makers who just buy in their high poly stuff from websites, texture it to look super realistic and do zero optimization work.

    Cost:  SL grinds to a halt and forget moving around properly in a region populated with the "quality high detailed furniture".
    Benefit: Those creators make bank (a LOT of bank), sell a lot and have a quicker workflow than anybody else.  People still proclaim "such quality" with the 20 x 1024 textures on a blanket and vase and 300000 Tris.  

    The technical experts (I try to be a good citizen and have put in a lot of hours with all my recent new builds to custom LODs) have a lot of great examples and methods, but the reality is the "commercial" gain on content creation comes from being a total LOD butcher and going quickly.  As a result, any standards or automation improvements have to be built into the uploader process to act as the gateway for that content coming onto the platform going forward.  It has to be something in that process and automated as sadly most commercial high volume creators are not like ChinRey who has shared to much knowledge to the forum to help people like me.

    There are so many workarounds, specialist bits of knowledge and know how on content creation that the average commercial creator probably gets exhausted by the point they have uploaded something and it "works" versus improving their technical quality in a reiterative fashion each time.

    Also second to a better screen where you can actually see stuff to upload.

    Examples like this from Unreal are far easier to see imho.

    image.thumb.png.7e5a381d6625fca27e018f09570bf6fc.png





     

    • Like 1
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  18. 5 hours ago, ChinRey said:

    I had to do a test build to fact check this and yes, 18 hours for a house like this doesn't seem too far off. Add two more hours to take some good promo pics and a trip to Hell (aka listing an item on MP) and we're at an even 20.

    The OP seemed to be concerned about the possible profits from their build. I've had a house not too different from this listed for eight years now. A little bit more complex but not that much. It took me a lot longer to build but that's ok, I was experimenting and learning so that doesn't relly count. I've sold 17 copies of it so far, net profit about 40 US dollars. In other words: two dollars per work hour.

    That's probably what you should expect if you're a moderately well known SL creator. Brand profiling is extremely important in SL so if you're a completely unknown you should expect to sell much less (unless you're prepared to spend even more hours on marketing than on building that is). If you have a well known and well established brand name, you'll probably sell much more.

    Or maybe I'm wrong. The SL house market may be more segmented than I realise and I never really focused on family homes. Back when I was making houses I specialised on medieval timberframe houses and smaller rustic cottages and they've sold considerably better than my family homes, although probably not enough to give anything like an RL income per work hour.

    I agree!

    It's all about volume in houses so that's why I always recommend pricing for high volume sales.  Nobody should be spending more than 2K on a mesh house in SL regardless of what bells and whistles it comes with.  It's also unfair to hike the price for your customers if things are taking you longer due to learning the "trade".   

    18 hours is for a design you know and already have mapped out.   However, honestly, I can spend a week on a house in reality where it's a unique design versus a cookie cutter copy of a floorplan,  I am creating procedurals or changing them, researching materials and finishes, then changing things.  I go fast on meshing and uv mapping once that is done.  I  have written a python scripts to speed up material assignment, asset naming etc.  I say I have written, I worked with CHAT GPT doing it for my Cinema 4D instance.   It took a lot of reiterations (two days effort) and testing, but I cut down 3 hours per house for scene management and prep for Substance Painter and Designer as a result.   (Now if I can get this thing to learn to unwrap too, I will be delighted!).  Things like this help make the workflow efficient and again that saving gets passed on to the customer and allows more volume to be created.  

    Brand is a big part of it and creating a repeatable situation where people return to your store on a regular cadence which is far harder for Homes than Fashion. People swap outfits multiple times a day, houses not so much.   I don't disclose numbers but if you get right over the life of a good house it will bring in sufficient to warrant a proper hourly rate that was invested into it then it also becomes passive income thereafter once you are "paid back" for the time.  I use the word good to describe sellability versus quality, technical skill or other.  

    It's tough for new creators as you need enough products and hooks to get that repeatable flow coming in, that can take some time to obtain.   But if you create lovely houses and and are good to your customers, people will buy and be loyal to the brand. 

    Family homes are interesting -  we did a large survey of our customers last year in our FB Group and most have smaller plots.  This surprised us as we expected with Homesteads etc larger plots.  However, I did one large family home (well for me, large) with an animated pool and it sold incredibly well (I always launch new products at 75L for the weekly sale then things go to full price) - the volume on that house at 75L was significant so  here is a market if you price it right.  I tend to only do larger homes every so often due to time required, but also people tend to swap out smaller ones much more often than larger houses (due to the furniture effort!).

     

     

    • Like 2
  19. On 7/7/2023 at 12:15 AM, animats said:

    I'd thought that it was possible to mix, say, a diffuse old texture and a PBR metallic value. But apparently not. I've been trying over at Materials1 on Aditi.

    It looks like the presence of any PBR material overrides all textures and scale/offset/rotation info from the old system. Is that correct?

    Internally, does anyone know where the scale, offset, and rotation info is stored for PBR materials? Those aren't in the glTF spec.

     

    I had thought the same, but have the same issue when I try the mix.  That’s going to limit folks somewhat especially if they want to modify items after purchase.

    • Like 1
  20. Looking at the house I would say if you price around 599-999 you will be in the right ballpark.  Some of the prices quoted here are high and from makers who have been doing for years.   You are welcome to come visit our store or Trompe to price compare as we both have small to large houses and we both price for volume sales.

    The one thing I would point out if you are making all the walls as one mesh you are severely limiting the modifications your customers can do.  Consider more strategic grouping balancing optimisation v usability, in case they wish to remove an interior wall or change the house shape.

    There is no need to bake shadows on a house these days.   But customers do still like AO as the SL version is at the higher end of settings.     Worth also keeping an eye on the PBR developments as this will change workflows.

    The most time on houses is creating the LODs models.  I can easily add on a day to each house in effort creating these by hand.   As you get more used to mesh you will speed up for example only make one window with it LODs then copy it once in world.

    A prim house could take 3 hours, a mesh one easily 18 plus for a simple small basic home.  A ratio of 5 is a good yardstick.

     

     

    • Like 5
  21. On 7/20/2023 at 10:45 AM, Mentoris said:

    There are people who enter second life for various reasons, curiosity, looking for love, wanting to talk to someone, wanting to feel the emotion doing things they can't do in real life. Well, there are countless reasons and mine is a little different, but there are certainly others like me.
    I like to write and create universes, I want to write books one day, I also draw, I love creating characters. One day I had the idea of creating one of my characters in second life and it was perfect. The bento technology for editing head and body allows me to faithfully create my characters, and my characters are like my children, I'm even jealous of them. They are little pieces of my personalities and were born from specific moments in my life, difficulties, overcoming, happiness, among other emotions. I invested time and money to create each one of them faithfully to what I envisioned, and that's important to me. While talking about that, now get into another subject. Second Life policies and how new players give up joining this wonderful virtual world because they don't know how to edit their avatars. They always said they were ugly and difficult to edit and gave up playing, but when I showed them pictures of my avatar, they were blown away. Lamp Genies, Hybrid Creatures, Bird Men, Medieval Warriors, Robots, etc. They were interested in having similar things and excited to get back to playing. But according to Second Life policy, account sharing is wrong, but what if there is a new profession in Second Life? Official, from editor of Outfit? That would widen the audience! It would attract more people, especially newbies who have difficulty creating their first outfits and editing their avatars. After knowing how much I love my creations and love editing avatars, think about it. An exception to the rule to create this new outfit editor profession that will move profit and flow into stores. You have that ability, and you're a smart company, and I believe you can be flexible about that. I don't know if you'll care or even read it, but you can't deny that a job that makes life easier for new players about editing their avatars, and even old players who don't know how to edit their avatars (there are many of them), would attract more people to their world . Sorry for the long text.

    The other elements aside, at the base of this is a really good idea.

    If there was a way for residents to create mods and prepackaged avatar looks that allows them to sell them it would be a great secondary market versus "a notecard stylecard circa 2004"
    They would be able to add a small % on top and then the original creators of the items included in the package get paid too and the purchase then has the items in inventory.

    This applies in various concepts like interior designers, avatar designer, landscapers etc.

    The challenge sadly is the functionality to do that is simply nowhere in the Linden Lab roadmap or I suspect capability based on the system limitation.  But the concept still is a fun idea!

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