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Everything posted by entity0x

  1. Is called DPI scaling, and Sansar has no options to scale up the UI or font size. I am also on UHD display and that is what I see. I like having a lot of real estate when I'm building stuff, but yeah it is a bit small. In 2020, its also a must to include in every application. They already have received a feature request for this, which to this day has not been addressed.
  2. The "We" you talk about also includes me, and other people I know. So don't get all haughty now.
  3. The "We" you talk about also includes me, and other people I know. So don't get all haughty now.
  4. Well with the hate thrown Sansar's way over the time I've been there from Second Life and other communities, no wonder its struggling. I understand that many have a lot of investment in Second Life, and there is still life in it still. But there are those of us who arrived late to the party, and are looking for OUR thing we can grow, improve and have success with. It's not easy being positive and contributing to a platform that is not only torn itself (mainly from some toxic SL and HiFi elements), but from constant hate and negativity from the outside - all stuff I was unaware of, nor cared about as I happily created PBR-era assets and had big plans for cool worlds that I never had the chance to do in SL. I'm kind of twixt the worlds - too late for SL, too early for Sansar, hopefully my attitude isn't ruined for good. Still the hate for Sansar continues.. I have to observe people sucking up to Sansar staff, playing the whole "I love you fam" narrative, but then in their actions are conducting themselves to ruining Sansar. How many of these people pm'd me in private messages knowing I'm a mouthpiece, confessed their hatred for Sansar, how it was 'a dumpster fire' and how 'they are taking all their stuff down from the worlds and store' and 'you should quit because there is no future here', then the next minute release a new world, or public profess their undying friendship to Sansar staff? Then they hang you out to dry when you voice some concerns like you're the only one saying it? Simply amazing stuff. If anything, these latest rumours of the demise and even complete shutdown of Sansar have shown the ugly heads of some people, who like vultures are drooling at the mouth because in some sick way (even if they are active creators in Sansar) are almost giddy with glee at it's impending demise... Weirdos. I get it. Sansar is not for you. So stay in Second Life.. The rest of us are trying to build a future.
  5. Since art and what people will pay for it (And why) will vary, you may find that you will make more money selling the frames, rather than the art itself. Everyone needs frames, especially more unique designs - but art is so subjective. In my experience I have found that when I originally started out with selling an art piece as a whole, it didn't really sell until it had mod and copy on it. The reason was; People liked the object that I had made it on, and not the artwork itself, and in many cases people were putting their own on it. Yeah it sucks because we all think our art is 'cool' and what's not to like right? You could still put your artwork on it as default (as I do on many of those type of products) but I have found that I should make an asset that supports artwork that others may want to put on it, and so make the asset to accommodate flexibility. Of course, there is no hard set rule, you can do what you like, just giving you some food for thought. Also if you are an established or well-known artist already, you will have success selling specific paintings vs an artist that is unknown and throwing up random artwork seeing what sells or not... I would like to err on allowing the end user 'functional' artwork, which means if they want to change the picture they could... that should net more sales just from flexibility alone.
  6. I have made stuff for people in the past, and due to their budget, depends on how I will prioritize it. Sometimes, you may get a deal from a creator if their time is roughly covered, if the asset can be sold on the MP, and mainly you are paying for them to prioritize THAT asset over another they may be working on. Eg. Client of some sort requests I make a wooden shack.. If it's not exclusive to them, and they throw a few bucks to paypal my way for doing so, I could prioritize the object over other ongoing projects, have a project (which is nice for focus sometimes), and still be able to sell the asset longterm myself on the MP Best to get to know people around you though, and establish some trust. I can't prove to anyone how trustworthy I am until they spend time to get to know me. Usually its me getting burned by other people - it happens both ways as a customer and as a creator.
  7. Although there is a message in chat or notifications that I have received a notecard, sometimes they sneak in there and I don't even see it, depending on what I'm doing when I log in. Another system would be better to use.. some sort of queue similar to 'support' where one could review all transactions of that type, and doesn't rely on the viewer to do so.. like finding it under the Merchant Store area of the website. That way, 'ignored' or 'missed' notecards and 'requests' can be reviewed even a month later. I also dont even like to contact people via notecard, because then I have to actually make one, have it in my inventory and send it off. However, I use notecards when the issue is not high priority, a general question, a compliment, or enquiry that they can take time to respond. Easier to do so then contact them in chat, which is even easier to foul up, because many times I will close chat inadvertently and be 'whoops where did that convo go' (yes I can check the log area, thanks :D) Just saying.
  8. I thought that if I made my items transferable that they COULD be resold, and thought it was a strange model if I did. After all, I'd make the initial sale on the item, but then get nothing on subsequent sales of it - so thought it was completely pointless to do so. One could sell the initial item as $100, and if it became a rare or sought after item, could be resold indefinitely for many, many more Lindens. I guess it would be okay for unfinished or untextured items or 'parts', but shouldn't there be a clause that states by default "No you can't just resell the parts in their raw form, but only as part of a project/product"? Wouldn't it be fair to default to "Don't sell my textures in their raw form, but only as part of your house/project" as a default agreement on all transferable items? Or at least some kind of checkbox for further permissions - [x] Can be sold as a competing product vs original author [ ] Can only be used as part of a project On pretty much all asset sites from CG Trader to Turboquid, to GameTextures.com, the basic understanding is that you can use the 'transferable' raw items, but only as part of something else... and not just uploading the 'raw form', eg. Ground_Mars_Rock_Albedo,etc up to another site as resale. In Sansar, though not sure if it's working or fleshed out, the plan was to allow people to resell things, but the original author can set a base price. The idea being that someone could create a car from different parts... my tires with author2's body and frame, etc and create new products from parts (and add scripting, etc). Interesting model not sure how it would work exactly...
  9. It's like that on many listings.... don't think there is any way to recover from it now, unless LL changed the search algorithms to match Google's current SEO, which means title and description are looked at more and their relevance, rather than keyword searches - which have been found to be abused and unreliable across the Web.
  10. Like anywhere else in the world, virtual or not, content is king. Engaging and replayable content is even better. Sorry, but the majority of Sansar 'worlds' just don't cut it for engaging content, and/or are un-optimized for the average user to access. This is not Sansar's fault. The responsibility for engagement and return falls squarely on any creator who invests time in it. The sooner people realize this, the sooner they change their attitude about Sansar, and use what they got today to maximize their potential. Chicken and egg. What comes first? The age old argument is circular and never ending. I say the only way to end that is as a creator to invest your time, unpaid or not, in creating something truly innovative, engaging, and original. Sansar is just a platform, and without creators (corporate or not) cannot and will not go anywhere. "I won't build anything until the users come" I can understand this sentiment some, as laying the groundwork for perhaps no return is daunting.. but that's a normal risk anytime one invests in something with a long term return. Much like investing money, don't invest time you can't afford to lose. If you don't feel it is prudent to invest your creative time in it, then don't, but please stay out of the way of others - and don't discourage others who do. "Users won't come until content is made" This is a circular argument to the one made above, and is a chicken or egg thing. However, I'd rather start laying eggs regardless, as nothing can happen until someone makes something... "I made a world, no one comes to it, ( or can find it ) or (I need someone else to advertise me)" Although I appreciate that Sansar helps with this sort of thing, at the end of the day, it will be up to us as the creators to promote it. Be it inworld, to our subscribers, to gamers and youtubers, our friend networks, through our websites - there's no obligation for Sansar to promote us in any way. Those who are promoted by Sansar are certainly privileged - yet none of us are entitled to it. Also, if you create engaging content and people are talking about it - that in itself will perpetuate continued success. Some worlds are featured, promoted, pumped everywhere and they still are empty. No amount of advertising is going to help a world that simply is boring, unengaging, or after the first visit has no reason to be returned to. "I don't need feedback, I've made many worlds ( for many years (on many platforms) )" Unless you get people from different backgrounds, age groups and interests testing your worlds (if it is a game), and constantly asking feedback from your visitors - you will not know why you succeed or fail. Feedback and testing and review are great tools to find out what is working and what is not. You'd be surprised (not really) about how many creators say they want feedback, but then discard or ignore it. Hubris in this department has caused many worlds to never improve or become attractive to anyone, and remain empty. Why are they empty? How come no word of mouth? Why not find out by asking people? Sansar itself admittedly could ask itself this question. I have given them much feedback as to why IMO Sansar isn't/won't/can't succeed, and generally it comes down to "If this is what the market wants, but you're not willing to/ can't provide it, then what?" Note: Surrounding yourself with 'yes'-people, those who simply say "It's fine/amazing" doesn't really help much. Get someone who will give you the straight goods, good and bad. No one said you have to take it as gospel. With a humble and respectful attitude of your users, you can learn much that will improve your work. "If only Sansar added this feature I could..." I can understand this frustration, because it seems that one can't proceed unless said feature is available. Yet I see many creators who haven't even maximized what they can do in the meantime. They could still work on engaging content, within the parameters of what is currently available, or with a less ambitious project - so it becomes an excuse to not finish anything. "Sansar needs high heels and sex content..." Bull. What an easy go-to. Steam is full of games that don't have sexual content in them, and other VR worlds also minimize such content, yet they seem to be growing... Go over and explore them.. what are people doing, where are they doing it, and why are they THERE doing it. Check 'em out, it will be eye opening. It certainly is easy to pander to the most base of human needs, that way we can avoid making something truly marvelous... SUMMARY: Users will not come until the content is there. Users will not stay unless the content is engaging. Users will not return if there is no replayability, something new to discover or if the previous two points are met..... and... your success or failure is up to you.
  11. I am all for tools and documentation, and handing them over to creators and saying 'Here you go'. That's all I personally need - keep me out of the social aspect, especially if it's toxic, because I'll stand up for myself. I've had a generally unpleasant time with the social aspect of Sansar - as it is generally full of entitled and narcissistic clout-seeking people who will stop at nothing to keep themselves and their little group at the top of Sansar and from my day one there and overhearing "I like Sansar being small" and all the efforts of this 'core group' in doing so has been successful. They won. I would even say that the large part of Sansar's slow growth is due to it's social issues, and how hard the staff has been in enforcing it on its users. This seemed to go away with the first round of layoffs - not sure why it correlated to a 'silence of SJW agenda' that actually made Sansar a better social place, but it did. However, the pivot to events didn't work either - especially when it seemed like there was no success at securing anything that was remotely interesting. I still believe Sansar should have really promoted the creative part of it. The problem is, Sansar is generally a game-development workflow when making worlds, and this is out of reach for many users in general. Even I had to change my workflow even on texturing assets to adjust to a more 'pro' level/world building. So yeah, I was never a fan of the social efforts, diseased with enforced SJW issues and people snitching on others about absolutely nothing, backstabbing and lying and in some cases just fabricating drama out of thin air. Still I am there because I do love the platform, can see the long term vision, and I lose nothing by contributing in the short term because I keep learning more and more skills that are benefiting me in other areas of my life. I am not a big fan of the community leaders at times, but it is never personal, I state my mind honestly and take my lumps. Still seeking like-minded individuals though that like to share, explore, analyze, deconstruct and learn from good and bad examples. Seeking honest creators who actually make stuff and don't upload customized assets from CGTrader and Sketchfab. As far as Sansar halting or slowing development, I say 'go ahead' if they need to. There is more than enough tools at least so far for any of us to create engaging content - which I am still working on (a late bloomer) - that can keep creators busy for the near future. From my observations and 'participation' in the community, most creators haven't even come close to using the tech and tools available to their max. Personally, as a generalist, although I may release a 'world' teaser soon, for where I want it to be might take me until Christmas 2020 to flesh out the concept/style/world/assets/animations/scripting - but it should be a unique contribution noone has seen before. That takes time. So if they have to cut back for now to keep going, then so be it. Unless they get in my way or discourage my investment in Sansar, I'll still be there creating away, waiting for my audience to show up.
  12. Yes. The issue is mainly with being able to make smaller avatars (of all species) due to some morphing issues, and creators not making them yet.
  13. The SL Marketplace is broken, due to the misuse of keywords listings and other: It is actually 'keyword spam', which contributes to the MP's demise - and there is nothing any of us can do about it. If I were to 'help' improve the MP by reporting every single listing that used keywords unrelated to the product, I would get carpal tunnel syndrome. Most listings are simply abused due to ignorance or simply are attempts to game the system. Let's use "Original Photo: The Forest With Bridge In Frame" as an example. How would I find this? So I searched the MP "forest bridge photo" and what comes up? https://marketplace.secondlife.com/products/search?utf8=✓&search[category_id]=&search[maturity_level]=G&search[keywords]=forest+bridge+photo Not seeing many results for what I'm looking for... The listings provided have a combo of the search terms in the title, but all abuse the system with keyword spam - with keywords not even relating to the product they are selling. The only antidote to this is to be very specific in both your title and in your keywords, and if your description area further describes your product, it will actually show up in Google listings quite well. I've noticed that many SL marketplace items will show up in Google search when I may be looking for reference, because their titles and keywords are excellent. Also, being found on the MP means people need to be specifically searching for your product - if they're not searching for it, there is no demand. If they are searching for it, but not buying it - then there may be other reasons why they are not - quality, subjectivity to art, price, etc. In your merchant area on the site you can find "Top Selling Products" and "Top Searched Products" to see which of your products is being searched the most, and by extension how many sell out of the searches. Learn to use this tool. It isn't great, but it's something to attempt to measure your success. For myself, I modeled a piece of furniture that I designed myself - it has 0 sales as to this date. Is it bad? nope. Is it too pricey? doubt it, it's near free or dirt cheap. It's just that noone is looking for it, noone is searching for it, and unless it is seen inworld by someone else (due to having a store, or someone else bought it and they see it) - it's dead in the water. So one must adjust to what is in demand and go from there. Please fix your keywords though: They are too many, not describing the product, and won't help getting you found anyway. Get into the world and a gallery and see what people like or don't like, what sells, etc. Also, as Chic Aeon has stated, art isn't a big seller in SL (or Sansar), and especially now in 2020 - where free pictures, photos, illustrations abound and can be uploaded by anyone royalty free. If anything at the base, you can make money selling the actual frames instead - thats where the value actually is. I haven't sold much art, because it seems people are buying them for the actual frames I made instead (display frames, tapestry, kiosks, etc) So try that angle, but then put YOUR art as a default on it. It is more imperative that people create unique works and advanced works, as more and more people are entering into 3D modeling and competition is fierce - so focusing on what you can offer as an individual will be paramount. Hope this helps a bit and puts things into perspective.
  14. Whatever your politics or ideals, don't try to compel LL staff to enforce your views, or be your servant in enforcing whom you believe is speaking 'hate' or not. The guidelines can be applied without all that. If it is harassment, first use the mute/block functions available to all users. If they circumvent that somehow, then it may fall under continued harassment and file a ticket. Any right you deny another user in SL or person in RL can be denied you, so be careful what you call for on others.
  15. There's always someone to apologize for lowering stats, with the weirdest excuses - which is just straight up living in denial. Some stats are better than NO stats. Between the Steam stats and random looks at who's in world at any given moment; All Worlds List (View Logged Out Because Users Who Blocked You Are Omitted) One will find that there isn't much difference in numbers between the two - like 20 seen on the Sansar Worlds page vs 14 on Steam page. The Steam stats do not show an increase, but actually a 33% decrease in concurrency overall since last December 2018. So if they really want to continue with this project, they're going to have to look at all areas - and see what is killing Sansar. I've been there for a year and seen many things happen that have crippled it. 1) Work people did broke due to avatar updates - from avatars themselves to clothing 2) Social Justice and Gender politics turning Sansar into a battleground instead of a social creative space 3) Constant pivot decisions that affected the individual goals of creators there 4) A choice to hide the worlds users created behind 5) General toxicity, snitch culture, liar culture, victim culture and rampant narcissism 6) Special treatment of individuals and groups 7) Getting upset with the community because they weren't 'producing enough', perhaps regarding worlds or making quests... yet they don't know people were working on them long term... 8) The usual heavy-handedness, zero-tolerance, and sometimes personal thrills of disciplining people to the point that users live in fear of bans and losing all their invested time in Sansar 9) Maybe a repeat point, but general lack of professionalism in all things, and especially with dealing with individuals and groups 10) Undermining of trust in the Sansar marketplace due to assets being uploaded and sold that originate from other sites and not from the creators present on Sansar. At this point, unless the seller states it, you're probably rolling the dice buying something, complimenting them, etc then finding out they didn't make it at all.... I'd love Sansar to succeed, as it would be a platform I could grow with, rather than coming in near the end with SL, which has limited time, be it 1-5 years. However due to many issues, from social to technical, it may simply be doomed unless the cards are shuffled and new and competent people are found to take it to the next level, and more respect for the creators who make content for them. In the end, and above all else, the responsibility for the success or failure falls on the shoulders of those in management - who make all the decisions, regulations, governance, and application of Sansar. There seems to be no oversight over staff decisions and at least publicly the power seems to be with only 2-3 staff members, who may have to get changed out for Sansar to proceed. We'll see.
  16. Yes there were a few very helpful people there, as there is on any platform. I apologize for not including that disclaimer that NOT ALL were toxic.
  17. HI Fidelity's social aspect died because the early group of users there were toxic, not only to new users, but even to each other. Hi Fidelity got tired of dealing with this drama, especially when it spilled over into their general area, with a 'Money Tree' at the center, and inevitably after that was removed, moved the drama and bickering and fighting to the Help Desk area, driving staff there crazy. Of course, with the social aspect removed, and creators pretty much hamstringed, along with the technical and poorly documented methods of even getting any content to work there, it wouldn't be long before it would die. The irony is, that same group who used to bash Sansar and SL, moved to Sansar because they had no other choice, and brought that crap attitude along with them. Sansar is headed the same way. Has a similar toxic early community who wants to defend its power structure and keep the platform small, except with the added detriment of Staff actually supporting the toxicity - which includes vetting, ostracizing and favouritism. Meanwhile VRChat is soaring, because it allows users to be users, and there are plenty of creative opportunities there. There is a place to integrate Corporate events and such, but the lifeblood, much like it was in Second Life, will be what imaginative creators bring into existence.
  18. If you're really hard up, use a second viewer and an alt account to function as a camera. If you have the computer resources, they may work out short term.
  19. Learning a hipoly to low poly workflow is very important. Even if Second Life doesn't put limits on your models, doesn't mean you should do it. Yes, retopology is hard work though with some programs (even in ZBrush) the process has become easier - but it is kind of your duty as a creator, on any platform to optimize your meshes and avatars to the best of your ability. if you ever plan to be hired by pros, or do work for pros, or even be pro yourself - it is a good goal to aspire to. Don't think of poly limits as stifling, but rather 1) a challenge to optimize the best you can whilst still making the mesh look great 2) necessary for the smooth operation of the platform on different devices = more audience = more sales. The irony of your statement is that Second Life is an older platform, and REALLY needs you to optimize. Anyways thats my tip: Learn to optimize and make it a habit. 😄 And welcome! There is a reason why men's wear is not a large area of interest for many; because it reflects demand in RL. Men are not usually shoppers, nor are they big consumers of clothing and outfits and the like. In general, if you try to sell men's wear, it just won't sell. if you make women's wear, it sells.. You can choose to make men's wear and good luck, you may find some success. However women are the main consumers of clothing items in RL and virtual, so it is natural that there would be more creators making stuff for them. Also, keep in mind, that you should not say "I am skilled at meshing" if you haven't adopted and mastered the Hi Poly to Lo Poly and mesh optimization as part of your skillset.
  20. yep, was just throwing out a number. I have a simple avatar in use that only has 4000k My favourite quote of this discussion because its true, haha. I can be smug about the work I do to optimize in both SL and Sansar, trying to contribute to keep everything efficient and looking good, but being smug is all you will get for it. Others who dont do this still get clout and sales - I get to be smug hahahaahah
  21. Oddly enough, these people think it is fine to do this. Although not just limited to beginners, some 'experts' still do this too, because the product 'looks better' to them. In my dealings with these types of people, it literally boils down to their personality type or mental development - they can't defer gratification and don't want to do the work necessary. It's a constant aggravating factor to me, as these people may be making store listings and getting sales - because their customers are oblivious to it, and meanwhile I'm working my ass off making other products that are optimized and with the smallest footprint possible for the quality. Its VERY hard to watch others get sales, community status and financial success that are effectively cheating the system to serve their own interests - now resulting in a laggy SL. The more narcissistic types are impossible to approach. Try to help them by suggesting ways to make their products more efficient, or reporting that their 'LOD' (or lack of LODS) causes their 140,000 vertice object to blink out after 1m, and you'll just come back to an angry rant in your PM box. Some who come to me for help don't want to listen to it, because it will mean it will take work. Just ZBrush the avatar with 3 million vertices, remesh down to 40,000, with no care to topology or otherwise, slap a tiling texture for the skin and upload it.. Or the worst case I've recently seen.. using the materials from ZBrush, so each mesh part that was in it now has it's own texture.. then upload 30 materials up... At least SL has a limit of 8 materials per mesh, but then they just separate anyway... Ughhhh ignorance is bliss, why do I notice this crap... lol
  22. Oh, I believe that it is a wee bit more prudish than just not allowing sexual content on Sansar. I don't think it's going to succeed or fail based on just that - I have done fine in SL as a user and a creator without ever having to consume or create sex content. A large issue with Sansar that is very different than SL is their goal to create a 'safe space' for users - but to the point that their discipline and execution of said methods has been draconian. This has been driven in part by users who cannot handle problems on their own, or get offended at everything and everyone for one reason or another. Trust me, if you open your mouth in Sansar, you are bound to offend someone... This gets turned into "If you don't do anything to stop him from offending me again, I will leave Sansar" or "I am demotivated" and even as far as one user saying "I will kill myself". This puts undue pressure on Staff, who might mean well (I hope) in their efforts, but become a totalitarian parental overseer that won't let the kids settle on their own, and instead have to break up every fight - which then goes unresolved and festers even more. I'm hoping that with recent staff changes, that this kind of thing does not continue - I've noticed staff back off a bit and I appreciate it - answering every little sneeze and wiffle is not the way to go, and frankly new users want to act like jackasses for a bit, then they will settle down. It's almost like new users want to test the community - and up until now at least, the community is failing because they have no patience at all - and quickly execute and call for sitewide bans on individuals they consider as 'bad apples' or 'rubbing people the wrong way'. Read some of the Steam reviews and many recent ones directly address the current community as being toxic. No surprise to me, because when I first joined, I overheard members of what they now call themselves "the Core Group", were lamenting the growth of Sansar at the time, and how they would 'like to keep it small" - presumably for their own benefit and to ensure their own status as big fish in a little pond.
  23. Sansar is very unstable to long-term investment, and in general the 'core group' of users that have been there remain the same - albeit for a few more additions of people who 'towed the line' and are now in. By December, we may see the same core group of users happily operating all by themselves - owning the whole shop (about 30 of them). The early community core group there has become toxic, and hostile to new users. Impatient of any technical issues new users have, or 'bad' behaviour easily solved with mute/block, becoming a snitch community always getting staff members involved, and ostracizing those 'who rub others the wrong way' (in other words, have a differing opinion). Sansar has become an echo chamber to the early adopters - the staff unable to see true and potential talent, supporting people who claim to be victims, praising people who need to improve their skills, and rewarding behaviour that is detrimental to the platform. Favouritism abounds, the lack of professionalism in dealing with users is shocking - political idealogies turning Sansar into a battleground rather than a creative platform. There is more to Sansar that makes it ill than just technical - it's the same sickness that destroyed the social aspect of HIFI - drama and calls to exclude groups - and those same users are now in Sansar doing the same thing. Not a friendly place from technical to social for the aspiring creator such as myself - that just wants to build and share cool stuff with others. The only cure is to get 1000s and 1000s of users to dilute the power of the early toxic core group - and to get a real audience for the rest of us. I have created all-new stuff and experiences (not released yet) for Sansar - which have been broken in one way or another over the last year.. combined with the constant heavy-handed manner of trying to make me conform - has not overall been a pleasant experience.
  24. I find him quite handy, the body count is rising while Sansar numbers are falling, now you know why.
  25. Thanks for the tutorial, but we need this somewhere on the Sansar site as well
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