Jump to content

Codex Alpha

Resident
  • Posts

    1,256
  • Joined

Everything posted by Codex Alpha

  1. I appreciate your skill and hard work that got you there, but that's besides the point. What was 'lost' has actually helped you succeed by widening the gap between builders and those who can mesh. There is no envy in me. I either have contempt or admiration for someone. Stop playing the victim, I'm not attacking you, but if the shoe fits, wear it. I have my own abilities as well, and simply stating things as they are, coming from humble prim building origins myself, and fully aware that if I was going to participate fully in building things for SL, I would have to embrace mesh. Those who didn't or couldn't have moved on. There's no glossing over that REAL and sad fact.
  2. Pamela Galli wrote: When the barrier to entry was raised so far beyond the skill level of most people, Second Life lost something very valuable. Yet, you and many others benefit greatly financially from it. It's the dream for most company owners to have a steep barrier to entry in order to secure their place - and therefore livelihood (usually with high prices). Higher barriers to entry are great for the established. Keeps everyone else out. But as a prior post stated "Progress is a mixed bag"
  3. I'm glad you guys are having fun reminescing about the old ways. The old ways weren't always the best. I built quite a bit myself with prims when I first came to 2nd Life, but all around me were these amazing and detailed builds by designers using Mesh from Maya, Blender and etc. My prim creations paled in comparison, and I thought to myself "These guys are making such nice stuff, it must be nice to be able to do that, have money for education, and the money for the software, but hey back to my <ahem> wood blocks". Still it was something I did, mainly creating sets and scenes for machinima and photography. Then I discovered Gai Clary's tutorial on YouTube about making a mesh hat in Blender. Blender was quite ugly back then (2.5+?), I tried it out a few times but couldnt get past the ugly UI. At around 2.69, I picked it up again and started fiddling with it and following some basic tutorials. Here I am at 2.78 on my way to making some of the great builds I admired from early in my SL experience. The magic of mesh for me was creating more detail in the same 'prim count'. If it took me 8 prims to make a throne now, Making it in 3-4 Li now is very acceptable (regardless of the low LI craze). People forgot that on many items it would take more prims (so they should actualy be happy with a 3-4LI chair now really). However, building in SL did have its perks and fun. Frequently I would build in public sandboxes, mainly the now missing Hobo Sandbox, where I would construct, test, and show stuff I was making on , and more than a few convos would start for sure. Many times, I would simply do an "on-the-fly" unplanned build, maybe a small dance club, or grove or scene that not only lured other sandboxers over to hang out, but also functioned as prototypes (that I haven't replicated yet in Blender ) for building ideas of the future. Nowadays, I spend most of my time in Blender, testing in a localhost standalone installation of OpenSim, testing in Premium (and desolate) SL sandboxes, and in my Linden home for final uploads, testing, and texturing and release. Unlike the old prim-based, sandboxing days, I don't get to see how people use my stuff, and I've never been able to start a conversation through the marketplace (or even in the intermittent inworld stores I put up). SL keeps changing. Some things will be better, and other things will be lost. It's <ahem>, "progress". Want more alienation? Here comes Sansar!
  4. You'd be better off joining some club in RL that features topics you are interested in, be it swimming, basketweaving, chess, painting, scrapbooking, arts n crafts, choir, etc It will make it a lot easier for you to come out of your shell when you can start off a conversation with people that already have the same interest as you. It might be that older lady who can teach you some sewing or cooking tricks, or a fellow ager who can share some ideas on scrapbooking, etc. Although I wish you luck with this in SL, putting yourself out there in chat hubs (which I consider feature some of the most extremist people out there on the internet, griefers, and downright hostiles) may be a lot riskier to your psyche than you might think. There have been various studies over the last 20 years that say relying on internet relationships, or even using the internet over extended periods of times, causes social anxiety, depression and a feeling of separate-ness, or loneliness. In either case, SL or RL, find those with common interests to facilitate conversation. Good luck PS. Oh and fire your therapist. Any therapist that suggests exposure to the internet as a way of beefing one's self-esteem and confidence is bad advice.
  5. Conifer Dada wrote: What I'd like to see is an improved standard 'system' avatar mesh, with more subdivisions to give a smoother shape and better joint articulation. Then we could still wear the same skins, keep the same shapes and make all the same adjustments without being tempted to go for a 'mesh' body, at least if we have human shaped avatars, that is. Also the clothes'fit' adjustments could be refined so that system clothes could look more realistic. 'System' can't compete with 'mesh' when it comes to dresses, skirts, coats or loose-fitting clothes, but for clothes that are skin-tight or even just fairly tight, it can compete, and more so if it's tweaked a bit. Yes, standards are always good, some default we can all work with. The default avatar SL gives the new player (at least which is humanoid) should at least be consistent, so we can make stuff for them. Phil Deakins wrote: entity0x wrote: If anything that separates one user of SL from another is those who are stuck with nicknames or first names only followed by 'resident', while others have the privilege, status and now clearly elitist ability to have first names "Jadewyn Wildfire", "Johnny Shotwater", "Alyssa Philborne". Do I detect a note of envy there? Tari Landar wrote: This, to me, sounds just as snobbish, and ridiculous, as judging all avatars by their looks alone, or rather stating that we all *must* or *have to* judge avatars by their looks alone, as previously stated by folks in this thread I think it's beyond ridiculous to assume that most, or even all, of us with legacy names, feel a particular way about those with the resident last name. Actually, I find that insulting. I, personally, look at avatars as more than their last name, more than their physical appearance(s), more than meets the eye...the same way I look at folks in rl. Making assumptions about how people see other people, or what they think of other people, based on asinine judgements, is as bad as the asnine judgments themselves. You do realize that one can discuss an issue, without having to be in agreement with it, right? My experience and observations in SL may be quite different than someone else's, so my opinions are formed through those. It doesn't mean I am correct about it, and my musings on some matters doesn't always mean thats what I actually believe. As much as people can and will be judged for so-called inferior avatars, they can also be deemed inferior by their "Joe Resident" name, and given less status in the community because of it. For example, when I have discussed some things on these forums in the past, I have been 'called out' specifically because of my "<Nick> Resident" name as having some kind of inferiority to the status of others, or experience. It doesn't matter that I had a SL account long ago which I don't have access to - (why should I even have to say that anyway ), the fact that someone thinks you haven't been around as long as they have, they think it gives them more authority on a subject than facts do. I've been dealing with "I've been here since Beta" type of folks for a long time, they're always on forums and in communities thinking they have more authority due to their join date, rather than their actual experience and skill and insight. So yes, whether people want to recognize this or not, it DOES exist, much as being judged for your alleged crappy avatar does. Do either of these things matter to me? No. It never has. Thats why I jump into the conversation and give my 2 cents anyway. I report what I see and experience.
  6. Benson Gravois wrote: I have a four year old son in real life that likes to sit on my lap and "play" second life with me. He likes to go to amusement parks and go on the rides. I am wondering if anyone has any ideas or LMs for amusement parks or even other places he might enjoy? Get off the computer and take him to some real life parks and amusement parks. Then he won't have to climb up onto your lap all the time just to get some attention.
  7. I wear a classic avatar from the very first day I started SL. I guess I'm a second class citizen, but I neither feel that way, nor would I care if others thought that way. My Canada Jeans I wear I found in a freebie shop, and I wear them to this day. Although I have bought some and sometimes wear mesh clothing, imo it never looks quite right, a bit too frumpy compared to the lean and clean designs offered to classic avatars. In my opinion, when I travel about SL, I laugh at the so-called 'first class' avatars, who look like freakishly inhuman specimens with 10 inch lashes, 20 lb boobs and 8 foot legs. The male avatars are equally as laughable, as they even would make Superman appear to be a weakling with how some are built. If I could find a reasonable designed male avatar that was of normal, average and scaled proportions then I might switch. Until then, I have no desire walking around as a 9 foot Minotaur fake version of myself. The scale is screwed up enough already in SL. I wear, design and play and buy things with the default avatar and its scale (approx 5'8 - 6ft which is still tall enough for a male) in mind. If anything that separates one user of SL from another is those who are stuck with nicknames or first names only followed by 'resident', while others have the privilege, status and now clearly elitist ability to have first names "Jadewyn Wildfire", "Johnny Shotwater", "Alyssa Philborne". Conall DeCuir wrote: For me it is simply a fact that who doesn't pays attention to his/her looks, doesn't pays attention really to anything. And its not about a mesh avie! It is actually only about it to pay SOME effort into the appearance of the avie. When there is just nothing appealing, neither in the approach nor in the looks, then why should i pay attention ? Interesting. Hmm, I paid enough attention to my avatar to please myself - that's all that matters. Second of all, we all have different interests in SL. Perhaps you like to spend more time detailing your avatar and your Barbie house. I spend more time paying attention to other things that interest me. My matches in SL will be from those with stimulating intellectual insights, and other creative types. I couldn't care less what their avatar looked like - beauty (even simulated beauty) in SL is just as skin deep as in RL. It's okay, you can do what you like, I suppose - it's good to know why SL seems very antisocial at times.. perhaps it's my avatar that simply isn't 'up to standard and is second - class". Never mind the person behind the avatar - they're as worthless as you judge from their avatar alone.
  8. Yes, it's interesting that some 'don't have time' to resolve the issue, just like they 'didn't have time' to contact you inworld with any questions before purchase, or if there are any problems with set up. What probably happened is that she realized the error of her ways, figured out how to do it, but sure as hell was never going to admit she was wrong.. Hell no... just no response instead.
  9. Maybe you should read the conversation in it's entirety before responding, then you would understand that has never been, nor will ever be, my position.
  10. Rya Nitely wrote: entity0x wrote: I think customers need to be educated. I've never believed in 'the customer is always right" - that's a corporate mentality put out to make us workers cater to them. In my own dealings, I believe in "Be courteous, but firm. Educate the customer" However, in our culture, customers have bought into that myth "Customer is always right" but it's about as real as the value of diamonds (also created by a corporation). Customers are generally rational human beings, who are just like you and I. They're not a different species. You are really talking about a very small percentage of difficult people, who may be customers or merchants. But these types are not usually open to suggestion or education. I never mentioned customers were any sort of way, but rather stated my opinion on how I like to deal with customers, in RL or otherwise. Many customers are simply wrong - it's my job to educate them so that we can both arrive to an understanding, rather than catering to their delusion, which can only enable future problems in the relationship. Quit trying to turn this into me insulting people. It is actually out of respect that I treat them with courtesy, but firmness. In my experience, they appreciate it in the end versus the salesguy who just nods and leads them down the golden path, then they find out later he was bs'ing them the whole time, even condescending, just to get the sale.
  11. Op is clearly trying to replicate Elsa's Castle, and even named her sim "Frozen". There is no fogginess here. Much like many others who simply replicate existing furniture designs into 2nd Life.
  12. VanillaSunsets wrote: I would love to see you create and upload a tree to SL and update us here :catwink: I would love to see what you come up with, will be very humble if you surprise me and will be a willing pupil:cattongue: :-/
  13. Rhiannon Arkin wrote: I am trying to understand how some rather complex mesh builds have such a low land impact. There are tree groups sold in mp, consisting of 4 birches, with dozens of planes for the leaves and many more for grass. And it has inly 4 li. I cant get even one tree uploaded with less then 8 to 14 li. And i consider myself a very efficient modeller. There are many other examples. Stonewalls made out of many individual stones, but they only have 1 li, again, i cant reproduce that at all. What's the trick? Any answer appreciated RHIA The trick is mastering hi-poly to lo-poly modelling, and baking the color, normals and specular textures that will define how a user sees it inworld, rather than by defining it with the model's geometry. The next is to follow the SL mesh uploader's suggestions as to how many vertices/triangles each LOD model should have, and decimating your models down appropriately to match them, whilst maintaining the silouhette (or defining shape) of the model as much as possible. Keeping the physics model simple (or actually making sure you have a model for the physics) can go a long way. I've tried many things myself, though I haven't uploaded a tree with leaves and multiple branches yet, but I am assuming I will have the same success of (optimized, don't seek Low li) models by utilizing these techniques. In a lot of ways, this stuff cannot be taught, as everyone models differently, it's trial and error to find out what design will work better than the other. VanillaSunsets wrote: Many residents won't notice, lots have their viewers set to LOD 4 and will see your stuff just perfectly, but there is a trend going on to set LOD's to just 2 (about average) and ppl will see the shortcuts. Some creators do not care and rely on the ppl that have viewer settings up to 4 and they do sell, some sell a lot! But it creates lag, I made items like that but I am learning how to do it in a better way to help SL run better for everyone, even if it is just a lill bit. A best practice would be to design for the default viewer settings, for what the average person will see, and optimize the LODs to get the best visibility and Li possible. At some point, creators have to make some kind of standard practice and stick to it, rather than trying to please everyone. VanillaSunsets wrote: Ppl that have older computers can't handle all the high setting and will still see your creation as ugly triangles from a distance. And some newbies will not know how to adjust the LOD settings... well maybe in a few months. There are creators out there that include notecards with their products giving directions for users to fiddle with their viewers through the Advanced Menu, so that THEIR product looks proper. This is bad practice IMO. I have my viewer pretty much on default settings LOD wise (and on the settings suggested for my video card) and many products break from only a few meters away trying to get their low Li. The best suggestion is to become a master at optimizing for the masses, instead of making users change to suit creator laziness
  14. Chic Aeon wrote: PS. This did not happen with the original 2.78 release or any time before on earlier releases. It has only been happening with 2.78a. Nah, this has been happening to me too for quite awhile and I never knew what was doing it. One of those small things that get missed (not covered in tutorials, etc) that drive you mad wondering where your background went after bake. I hate, hate, hate that. So glad I came across this topic to solve this issue. (will try it later)
  15. It's not only the problems associated with using VR, it's the actual gameplay method I am also not impressed with. Since you really can't 'walk' around physically, most games make you click to move, much like one of those point-and-click older photo-based Myst-copy games, or you're just standing there shooting at stuff that comes at you, and the game is moving you about. Unimpressive. Sickening. Headache inducing. Pretty fun gimmick though. Back to the big screen or the large monitor for serious gaming though.. WASD to move about, Mouse to click, select and shoot.. Ahh, yes much more immersive and fun. If LL is seriously still considering this, it should be a plan to implement over the next 5 years or so, probably will be perfect in 10 years (with walkable tread surfaces, but expensive). Much like the hilarious "Minority Report"-style monitors, cool looking, but utterly inefficient and rotator-cuff-injury-inducing full arm movements, using a mouse is still much more efficient.
  16. Yes! Exceptional job recreating popular art and having a sim based after a popular movie! Don't let my sarcastic reply sway you from continuing, as you will probably have more positive support and reinforcement to continue this behaviour, because Elsa and Frozen is very popular! Just in time for Christmas too! Never mind that TOS or Mesh Upload Questionairre thingy... MirandaBowers wrote: I think that is a great project you have going there! I love the ambition of making it large scale. Impressive! You should keep up the good work and continue exercising your creativity. Although I can always appreciate someone's skill at doing something (like drawing Simba The Lion), it's not her creativity. It's the creativity and manifestation of artists from Walt Disney. Each time you submit any User Content, you represent and warrant that (a) you are the sole author and owner of the intellectual property and other rights to the User Content, or you have a lawful right to submit the User Content and will not infringe any intellectual property or other right of any third party. -Terms Of Service
  17. One doesn't need to be a copyright lawyer. Just upload your own creations, and try not to just be one of those artists that is barely skirting the TOS, by replicating a real-life product, and calling it a different name, when from all appearances, everyone knows what the product is. It's really not that hard. 
  18. Pamela Galli wrote: You cannot copyright a design, just the functional elements of a design. Huh? I had to read this statement multiple times, because it doesn't make sense. My understanding is that it is the opposite. You CAN copyright the DESIGN (the blueprints), but NOT the functional elements. For example, 2 parties can design a guitar amp. Both have different designs, and those blueprints dictating their dimensions, electronic schematics, form, etc are presumable patented. The fact that the amp uses a volume knob (functional), tone knob (functional), channel select switch (functional) would NOT be able to be patented. The same statement could be made to IDEAS. Ideas cannot be copyrighted, but only the tangible form on paper, in the form of a document (or blueprint) that materializes it. I can have an idea for a kitchen water faucet, but must define its functionality and design on paper, and will probably differ greatly from YOUR design, in taste, skill, etc. And in response to the OP, yes apparently it IS Okay to sell things that resemble products and brand names from real life, as the practice is quite rampant. As Chin Rey states, 'most designs are influenced from RL designs' and that can be true. I don't mind 'influenced' products, as long as they're not just replicating the objects and pretending to not be. Unfortunately, that is probably what most of the SL base wants - they want that furniture brand they can't afford in RL - most customers won't care if it's a Marshall guitar amp replicated in SL... Do you think they willl buy your "Herschel"-amp before a "Marshall" -amp, even though they may look the same or sold under a 'different brand name'? Do what you like, but please... I beg you.. Try to be original and interesting in your designs. You wll already have that NIKE, ADIDAS, etc influence in your original creations anyway... Make me some cool original design shoes you conceptualized and sketched up yourself. If they're good designs (influenced by popular brands or not), people will appreciate it and word will get around. Or not. Maybe I don't know what I'm talking about and people want the NIKE shoes.
  19. Take both files and overlay them on top of each other (as I did in FL Studio);  Yes, it's the same base file. Many of Doom's sounds are from Sound Ideas' General series sound effects library. - https://doomwiki.org/wiki/Sound Doom producers may have removed the padding from the original effects file in order to make them smaller, but create a noticeable 'click' or 'pop' sound because their ends have been chopped off... Clearly by the time LL decided to use it, they could afford to play the sample in it's entirety. General Sound Effects Collections are an important resource for post production and game building – and Sound Ideas offers the best options in the audio industry. Sound Ideas Signature Collection - The General Series 6000 Sound Effects Library If I didn't make my own sounds on my own, I would purchase a library of sounds, and edit it to my liking (for timbre, tone, sample rate, etc) , or mix it with other sounds to create unique combinations.
  20. I had some flickering yesterday on a few objects and thought something was wrong with the normals or something too.. or LODs... but it seemed to be some clashing of light sources or something. LL released a viewer update today, so maybe that fixed it, as I don't notice/ cant recreate it now.
  21. ChinRey wrote: All I know is that you get higher LI if you don't keep your vertices straight. Interesting. I truly love real, practical information. Much appreciated. Kudos to Artu and Drongle as well. My strategy lately is to upload my LOD1 mesh in SL, and see what the vertice requirements I should meet for the next LOD down, and work to meet them in the most efficient means possible.. then enter that model in .. then work on the next, upload that... using the uploader as a preview to see how it all goes. All the way down to LOD4. That, and following the tips posted on this forum demonstrated on a simple pillow (didn't even know there was a check UVs, etc button before), I"ve already improved my LODS on every new product so far. So thanks. Real practical advice with simple examples goes a long way for those of us who want to optimize and follow best practices, not only for our own piece of mind, but the success of SL in general. shaniqua Sahara wrote: we have to accept poorly optimized things because it's part of the average. i say turn up your LOD settings to where you can, make what you like how you like and go to town. eventually some will get better at it and others won't. that's sLife. we're all different sorts and stripes in it together whether we like it or not. I disagree. We should always design for the beginner SL'er, the average, and what looks good in the default settings of the viewer, and better than that. I just bought some items from the MP from a seller who uses this excuse "Improve your LOD settings", but her stuff breaks LOD way too easily, and I'm on the default setting, and always have been. If anything I will lower it as has been suggested to see any weaknesses in my own meshes - and I strive to improve them, updating already a few products that had issues I was unaware of. Accepting mediocrity is not the answer. Educating creators, and not supporting creators who don't go the extra mile is a better answer.
  22. There are many popular 3D Modelling programs you can use. Which one you will use will probably first depend on the finances you have, the next on preference, and the next what educational resources are available. I use Blender, because it is free, I prefer it over the menu-centric cluttered interface of other software, and there are plenty of tutorials. Blender may be a relatively dead end road for you, if you aim to work for big companies as an employee, as they want the industry standard, which is Maya. If your goal is to freelance, you can use whatever software you like.
  23. Take the $L and spend it on something nice. Unless you have reason to believe the $L was stolen, or involved in some crime ring regarding SL accounts, why would you worry at all? I've had gifts thrown my way (though not as much), I just thank them and use it. But then again, I'm not involved in anything untoward, so wouldn't have such concerns where it came from.
  24. Artorius Constantine wrote: Just last week my Roaming Falconer NPC got 1 starred because "...It's a Joke ... it is all linked". Well yeah, what good would it be if it wasn't linked? You want 15 prims as a coalesced object? I don't get it. I think they just wanted the bird but didn't bother to read the first 2 lines of the listing, or the Title, or the rest of the listing, or look at any of the several pictures, or contact me before 1 starring a perfectly good NPC that is exactly what it says it is. Not sure why "it''s a joke", but what the hey. I just left a nicely worded reply about reading the listing and hope people read it. and yes, I see the irony in that. Yes, you have to wondered why they bought it... for the creation or as a parts kit? Tamara Artis wrote: Its the reality we live in, we can't blame the customers for expecting to get everything for nothing, the same moment they wish for it! I would rather blame merchants who act like servants and fill every possible wish they customers might have, and also for selling too low. True, for this how we've probably arrived at the self-entitlement displayed by many customers, who instead of approaching you in a sensible manner, they'd rather try to force you to bend to their will. This is how you see some products with 200 animations in them... somehow the creator thought that THAT was needed in order to compete or sell their item - then customers come to expect 200 animations from others.. soon anything less than that is unacceptable. As I don't rely on SL as a primary source of income, and every $L I make gets re-invested into it and developing skills for, it doesn't matter to me - but for other creators that do I can see it being quite taxing after awhile. I think customers need to be educated. I've never believed in 'the customer is always right" - that's a corporate mentality put out to make us workers cater to them. In my own dealings, I believe in "Be courteous, but firm. Educate the customer" However, in our culture, customers have bought into that myth "Customer is always right" but it's about as real as the value of diamonds (also created by a corporation).
×
×
  • Create New...