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Casper Priestman

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  1. I once made a 50x50 deck with a hole for a pool, and had the same outcome. Mesh was optimized, no hidden faces, but once rezzed and set to prim....you flattened your face while diving. The solution turned out to be the thickness of the deck which I had initially set to .25m ...on a smaller pool deck this was fine, but on a 50x50 it wouldn't work until I increased the thickness to .5m. Depending on the size of your build, could this be a possible scenario?
  2. Protected roadside parcel for sale in Taravista that has flat green land with west side facing road. Mature sim sparsely populated with no resource hogs. Parcel initially purchased for a tenant to rent in 2009 and tenant has now rented a larger waterfront parcel. So if you'd like the chance to build a virtual brick and mortar store or what have you...here's your chance! Taravista - mature rating http://slurl.com/secondlife/Taravista/204/242/41 2592 square meters 593 prims $L0.5 per sqm = $L1200
  3. Emsynth, I'm quite calm thank you No, I don't think I missed anything and Chosen Few has also confirmed some of my observations. Now to be fair I did say that your intended customer base likely included both proper and improper means of acquisition of their sculpt maps, I wasn't implying that the sole user demographic of your planned service would be disreputable. I think maybe you were confusing me with someone else you were having a conversation with. We both agree that there are creators who prefer not to engage in the Blender UI, those who either have a software package of their own or buy full perm builder packs that they can assemble to their liking and texture if 2d graphics are their forte. I think it's possible that while you've come up with a novel way to handle the conversion of one medium to another, you've overestimated it's potential viability. Would it work? Yes of course it would. Is it practical? I'm guessing that this is where the crux is. The market would most likely be limited, so I would think carefully about how much effort you plan to invest, unless of course it's a proof of concept and the reward is in the experience gained by it. You'll most likely get your market data from the beta testing and you'll have a better idea of how far you want to take it. So with that said, on with the development...we can banter semantics later.
  4. I must have missed something because I distinctly recall that a sculpt map which resides on a users computer can be imported into Blender as an object using the freely available script from Domino Marama. Furthermore, once inside Blender, it can be output directly as a .dae suitable for mesh upload to the grid. In summary, the people that would be uploading sculpt map textures to your service for conversion would most likely be people who came into posession of the maps through proper or improper channels and either don't posess the minimal skill to click on FILE > IMPORT then FILE> EXPORT or just don't want to be bothered with Blender and simply want to slap an inworld texture on it or upload one.What you've done is notable as far as a web achievement goes, but when you mention that you're relying on the uploader's integrity as far as IP rights, the same can be said about you and people who connect to your service. Being that you're only 44 days old, I'm sure people would feel much more confident in your claims and integrity if there was a significant beta period and disclosure of yours or whomever would be the legal and financial figurehead's relevant personal information
  5. Casper Priestman

    Ruffles

    Without cracking open Blender which I rarely use....my first thought is to take a nurbs curve and make it wavy....then copy the curve....and smooth or bend the copy to taste. The idea is that with smoothing you'll still have the same amount of undulations. Now loft the two curves...and you have ruffles.
  6. Vegro, I stand by what I say, it seems you clearly missed the boat or have no concept of conducting yourself with integrity. Let me elaborate. You said " Licensing is an agreement between parties, and what happens if one of the sides breaches that agreement depends on the agreement, it's not a criminal or even unworthy act to breach a garden-variety legal agreement you happen to have with someone." Unworthy? So for example, if a content creator residing in a country where this "United States Legal Tender" provides for their family and makes a huge difference in the quality of life for them, would I be justified in "breaching" the terms and possibly harming their income and quality of life? Woudl that be worthy? Two things come into play, morals and social behaviour. By agreeing to the terms set out we are morally and socially bound to abide by what is set out for us. If we wish to negotiate a different set of governing rules over licensing then we do so, but blatantly Taking the same material created by one person and reselling it as full perm is not something you'd find in real life companies as you said was done all the time, so your point is moot. Digital goods are clearly the only avenue where this happens. In real life, products are reverse engineered and altered and if they don't breach patent or copyright, are brought to market. When you encourage others to do what they wish with full perm kits because you view the terms as unenforceable, it should be prefaced with that being YOUR OPINION and not verbatim fact and law. Just because you're morally bankrupt doesn't mean you have the right to preach or encourage others to do it. Welcome to Secondlife, we are a community where creativity and respect for one another is not only encouraged but is the company mantra. If you do not like the terms set out by someone, don't buy or use their product...
  7. It's replies like yours Vegro, that help make SL the cesspool that it is as far as creative integrity go. Parasites looking for any loophole to take advantage of someone else's work.
  8. Most resell kits clearly state that the only caveat is that you do NOT resell as FULL perm the entire kit or a derivative, what changes you make are entirely up to you as long as you follow that guideline which is interpreted as the user agreement or Terms Of Sale. I think you're confusing the "what constitutes a derivative or similar work" for people entirely creating an item on their own that LOOKS like someone else's work and not using a kit.
  9. To me, it appears that when you're baking your texture that the pixel border or overlap setting is probably set to 0 or 1, try bumping it up to 2.
  10. That really wouldn't fall under the creation subforums as it's more a generalized and social topic. You didn't do yourself any favors by posting your webstie, some here might consider that spam.
  11. Mesh for the most part is to fascilitate more complex shapes whether it's a smooth curved wall or an avatar. From the standpoint of houses-skyboxes-builidings etc, most are planar surfaces and cubic in nature, there really is no need to make an entire house out of mesh. Notice I said "entire" because there are definitely places where mesh rocks the house, stairs being an example. or roofing, windows, etc. The smart merchant would adapt to making buildings moddable. Even a mesh wall can have 8 definable texture faces that a consumer can slap a texture on. As to a house losing value by changing baked textures....I ask....whose value? Surely not the person who bought it and lives in it, and if they're not happy with how they've changed it...drag out another with the original texture scheme intact. Consumer friendly buildings in SL will be moddable and a combination of mesh and primitive IMHO. A lot of builders are being spoiled at the moment because it's easy enough to build an object and bake an AO texture offline. Hybrids....they're not just the cars you drive
  12. Think of it like when a child doesn't like how their parents make then dress "do I HAVE to wear this?" Offhand though, I can't think of any correlation in rigging that would cause that.
  13. There actually are several approaches to this. As you mentioned, flattening the UV map is one way. But as of Photoshop CS4 you can also import your 3d model into photoshop and paint directly on it. Other software such as Zbrush and 3dCoat allow you to model and paint all within the program itself. Even Blender has a rudimentary in app painting system. Personally, most times I will apply a base texture or shader then bake it out for further editing in Photoshop. Some applications like Modo and Cinema4d have texture layering similar to Photoshop and is more intuitive to pick up.
  14. Normally the time honored tradition is to take two or more prims that have your texture and intersect them. For simplicity sake...take your plant texture and apply it to a prim so that the texture takes up an entire face of the prim. Make the prim as thin as possible so basically you have a two sided prim with a plant texture on each side. Now make a copy of the prim and intersect it with the first one ie: make an X or + sign. Some plants obviously use more than two prims but the majority of small prim based plants are like this. Link the two prims and make it flexible for a little added movement based on wind.
  15. I find this happens on the physics tab of the upload menu when I use simplify. If I just however select the shape from file and "analyze", everything works as it should, but simplify always gives me results like the one you're showing.
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