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OptimoMaximo

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OptimoMaximo last won the day on July 13 2018

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About OptimoMaximo

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  1. OptimoMaximo

    Why beginners don't learn the basics first?

    They're both text files and as such, they may be heavy and not suited for network streaming, the point is that between the two, if there was a choice to be done, fbx would be better because generally it ends up being smaller than collada. Yes i know, i was about writing a custom exporter for Maya some time ago, after my animation exporter was done, and i did research SL mesh's internal architecture. I found out it was something impossible to achieve because some required data needs to be written to file on upload by the uploader itself in a specific location of the file, so i dropped the idea altogether, it wasn't worth it. The specs say that the final binary encoded file would have a max allowed size of 8 megabytes and contains all LoDs, physics and all materials as mesh subsets, but again some data needs to be filled in post-import (like the havok physics). It's very streamlined and it's for sure the best way to stream a mesh object over the net, compared to a generic text file such as fbx or collada.
  2. OptimoMaximo

    clothes stopped working

    And what does this consumer related question have to do with the creation forum?
  3. OptimoMaximo

    Why beginners don't learn the basics first?

    While it is with no doubt the de facto standard, you need to understand that network traffic is better off with a format that is not text based. SL-s internal asset is written in bynary, which translates in a file that has a limit of 8 MB size, including LoDs and the max vertices count This clashes with my personal experience about it. If this may be true for static object, let's not forget that both FBX and Collada are full scene exporters, and a true comparison can be done only when also animation-related data is included. I see this pretty much everyday, since my workflow includes export to fbx and conversion to Collada using FBX converter (although i'm told Maya can now export perfectly acceptable .dae files, this habit of mine still persists from the early days of mesh when Maya collada had some clashing against SL's collada expectations): a rigged model in FBX is WAY smaller in size than the same scene in Collada, whereas the fbx is just around 700KB, the collada counterpart reaches the tens of megabytes, and things get definitely worse when blendshapes and keyframes are involved. Let's not forget that fbx is Autodesk's take on Collada, tweaked to suit and support proprietary softwares' specs and scene structures: fbx supports geometry grouping, collada doesn't for example. Then, there is also this: There's need for an SDK and a license to support fbx in your own application. Reason why LL chose the rather inexpensive Collada. If the viewer wasn't opensource, they probably would have used fbx. Many game engines already internally handle meshes in a binary format. Reading the documentations, you can pretty easily find limit numbers set as 65536, which is the most important clue to interpret it as "we binary encode this data, this is the limit". The only example of this that is coming up to my mind right now is UE4 limit on keletal meshes number of joints, which is 65536 and Unity clear statement about their internal asset encoding that is binary.
  4. OptimoMaximo

    Idle thoughts for idle builders

    Not for long Very true! What's worrying is that they will let SL die first, in spite of it being their main income source.
  5. OptimoMaximo

    Why beginners don't learn the basics first?

    Interesting, and i really would love to see that. However, the issue from my intervention still stands. You refer to code that reads/writes (upload) assets, that can be done using any programming language that supports C struct capabilities, even python. The issue at hand is more about changing that encoding architecture NOW in SL (breaking everything) or ADDING a new asset class with its own new encoding, or just a modified/extended child class.
  6. OptimoMaximo

    Idle thoughts for idle builders

    I agree. As much as every possible feature you have listed in this thread are a wealth that, at the very least, i would label as "awesome to have", for Linden Lab, Second Life is a old son near to death, otherwise Sansar wouldn't be that money sink hole that all creators in SL are funding with the increased payout fees. SL has seen too much noobish development practices for anyone to be actually able to wrap their mind around it all and fix things. And there are too many other competitors onto virtual online platforms support for Sansar to see any success, @animats is right about it, with SpatialOS in the equation and also EpicGames trying to host online live events (they recently had a Fortnite map become a live concert platform with one million concurrent users online at the same time), someone will eventually get the right mixture to take SL's place. And, in my opinion, have Sansar go down the same route, considering the development habits LL is keeping.
  7. OptimoMaximo

    Why beginners don't learn the basics first?

    And how does that exactly fit within the context of assets encoding? What you describe is another architecture issue, in which someone makes the system work using two different languages communicate together. The actual context of my intervention is how assets are being encoded, try to change that and everything (read: assets) would go bananas instantly, while adding more on top, like creating a new type of asset, adds up over an issue that sees the CPU not having much more wiggle room to handle things, as stated various times by Beq Janus in other threads.
  8. OptimoMaximo

    Blender: texture jaggedness *blocky* , baking.

    Little note there, @Chic Aeon : the OP is about baking normal map and AO from an highpoly to a low poly model. What you suggest, in this case, is not possible because of that. Another course of action might be avoiding the treads completely and generating the same shape's normal map elsewhere, and then compositing it over and over on top of the flattened normal map (i would personally do it in Substance Designer, but Quixel NDO would do just the same), and when done, generate the AO from the newly created normal map.
  9. OptimoMaximo

    Blender: texture jaggedness *blocky* , baking.

    I think you can override clamped sliders by double clicking and typing in your desired value. Besides, you can try to choose a different method than the Mitchell-natraval, which is one of those sampling methods largely used to retain crispy edges. In Maya i often use Lanczos but i don't know if that's available in blender. Otherwise gaussian is a good choice but it tends to blur pixels too much
  10. OptimoMaximo

    Problems uploading a Mesh

    it's most likely an issue with the number of weighted bones. Since Bento project was released, one of the requirements for uploading a rugged mesh is to remove the unused bone groups. I don't know what's the method to do it in Blender with a single button click, but it should be good to remove all bones groups from the spine up
  11. OptimoMaximo

    Blender: texture jaggedness *blocky* , baking.

    did you try to increase the number of pixels for the antialiasing? 1 pixel like in your settings looks to be quite low, try with at least 2 or 3, otherwise it's pretty useless if it can interpolate across just pixels directly neighboring the sampled one
  12. OptimoMaximo

    Why beginners don't learn the basics first?

    Call it religion if you like so, but certainly these "patronizers" aren't in the "closed club". If you ever participated in a Content Creators Group meeting, every single one that promoted good practices were shunned aside, myself included, to listen to and implement the craziest/laziest of the requests, for instance the animesh limit raised from 50K polygon to 100K limit due to the continuous whining of certain individuals (who were claiming "unlimited polys" at some point), while the "closed club" members (and i know in specific who you are referring to) were advocating for the initial limit to be fairly good and sufficient. Yes, i very much realize that. As i said, the moment that mesh went live on SL, the game changed. It might be true that people can keep enjoying building and creating, as you say they harm no one on the land they pay for, but the problem sits elsewhere. Let alone the rippers, but the marketplace is full of semi-sculpted models that, in the end, harm everyone bogging down sims where the owner placed such bought content. Why? Because "everyone does it and i have to too or i won't sell" basing off beginners (and ripped) content that was uploaded and merchandised as-is from whatever rendering application. And if you run into a game-grade asset, chances are that you will find comments like "it needs more work on the mesh. Looks like a video-game model". As if it would be a problem to subdivide that same mesh, slap a displacement map onto it and have it "more worked".
  13. OptimoMaximo

    Good Books for modellers

    The Blender Foudation offers a wide array of books, among which the beginner can find a GREAT manual called "Blender for Dummies". From the "never heard of 3D modeling" status, all the basic concepts are being covered and, more importantly, they would contribute to Blender's development.
  14. OptimoMaximo

    Why beginners don't learn the basics first?

    This is not always the case, but i can agree on the fact that the current status and the available assets contribute to make your statement true Indeed, game engines such as Unity and UE4 have an interface to declare what the distance from the camera needs to be for each LoD to kick in, not to mention that they can be custom models that don't even need to be derived from the LoD0 model or that have to have the same materials subset. If i wanted to set a sphere as LoD0, a prism as LoD1 and a Cube as LoD2, there's nothing that keeps me from doing that. Not optimal but it can be done. SL can't keep up with these standards change because of its internal architecture. Changing that would mean either break existing content, or add more code to differentiate between a legacy item and a new item. It's been stated countless times by now, by the firestorm devs present here on the forum, that there isn't much wiggle room left to have the CPU's running a SL viewer to handle more than what they currently do. This statement has nothing to do with what arctan project aims to handle. It's not a new item class or such, it's a formula to update/upgrade/improve the items costs calculations to be set in place of the current LI and Avatar Rendering Cost formulae. Therefore it will be applied as a global and it has no connection whatsoever to specific items, or the technique such items underwent during their creation. The same moment that LL deployed mesh as a new asset item to SL, the game changed. A substantial difference was set in place between the "before" and "after", which is the custom geometry. Whereas in the "before" SL had a set of pre-made meshes to work with, with their own LoD and texture system, the "after" required a higher skillset, a higher standard (the LoD auto generator...) and more control, in which the previous mindset for which the platform was intended to deliver an artist-free-from-optimization-worries environment had to fall. So, i stand by the thread title, for the beginners have to learn the basics of 3D modeling for SL-contemporary game environments, in which LoDs were to be made by hand and texture memory was a concern.
  15. OptimoMaximo

    Help with rigged mesh.

    it is not on MP, to buy it you have to contact the creator in IM in world: polysail is the name
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