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Thecla

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Everything posted by Thecla

  1. There's only so much time in the day and despite likely having numerous employees, managing business on multiple platforms is exhausting. I had a clothing and accessories store in Gor back when it was enormous that in a good month did 1mm lindens and I'm sure Blueberry does exponentially more. Keeping up with new products, various vendors, partnerships, events etc. was totally exhausting. I ended up pitching the whole business. While I doubt she's doing that, I am sure she's mulling over the best use of her precious time. It sounds like it's a personal issue (use of the word reflect), but could just as well be taking time to take stock of the breadth of the brand's activities and make some decisions about how to grow or where to focus. I sincerely doubt the SL economy will take any sort of hit. While a very large and successful store, Blueberry is overall just a drop in the bucket in terms of clothing. I've not shopped there in years (just a matter of taste) nor seen them prominently at events and there are a zillion other quality clothes makers out there.
  2. Is SL addictive, whether it's a "game" or not? To some people, obviously, yes. I know plenty of people who have struggled with SL addiction and have a few friends who still struggle with it. And by struggle I mean "spend an excessive amount of time in SL to the point where it adversely impacts their RL". But people struggle with all sorts of different addictions to various behaviors aside from the obvious endorphin producing triggers like drugs, alcohol, sex, etc. Because some people are addicted to SL does not mean that SL is fundamentally addictive. And from what I've seen, different people become addicted to SL for different reasons.
  3. What a long strange trip it's been... @ 2006-7 and today:
  4. I've been back to this installation several times and it's pretty mind-blowing. Well worth a visit. Crix is underselling it by calling it a "live particle show". It's way more than that.
  5. I'm not sure how you see either of these utilities being "alternatives" to either Substance or Instamat. They are pretty limited in comparison and really nothing more than utilities.
  6. I can't really help except to say that relying on SL to downsize images larger than 1024 yields poorer results than sizing them to 1024 beforehand in Photoshop or similar. You might also try clearing your cache. I've had instances in the past where a texture would just not (apparently) upload correctly. After clearly my cache it appear correctly (and had evidently uploaded correctly to begin with). What I'm not clear on is the difference between your two photos of the texture on the shorts. Both of them appear to be in-world snapshots of the texture on the shorts object. Is the clearer one the local texture preview on the object WHILE the edit texture window is open?
  7. You could use Area Search, with your view set to say 400, search on you as owner, and look in the list for objects that have no group listed or the wrong group.
  8. I personally dislike buildings with baked lighting unless it is extremely subtle and confined to AO details. The reason is that I'm a bit of a lighting freak and like to have control over all aspects of it through EEP local and ambient light. And given that advanced lighting is going to be the default in viewers going forward, with PBR, that baked lighting is potentially rendered redundant or even counter-productive. While efficiency is a laudable goal, I believe that buildings are one type of object that get a bit more of a pass than other objects. I have a pair of hair pins from a well regarded creator in SL and was horrified to learn that each one uses four 1024 textures...for a total of 8 between the two of them. Not to say that poor craftsmanship on smaller objects excuses lack of efficiency on larger ones, but at least you're working on an object where 1024 textures can make a significant difference in visual quality.
  9. What kind of help can anyone here possibly give you? It's not a technical glitch. The only person that can help you is the person who's profile you were looking at. If you're certain they copied it, ask them why. Better yet, completely ignore them and go about your day.
  10. I think it's quite lovely. For the sake of offering some useful criticism, however unnecessary it may be: Naturalness in landscapes is heightened by paying attention to the smoothness or coherence of transitions between types of terrain and materials. Think of how those appear in nature, and often some intervening "transition" material is required. When making cliffs and large expanses of rocks, pay attention to the "grain" of the rock. If you start rotating pieces in an attempt to achieve a certain shape you often end up with rock striations that don't make sense from a geological perspective, and the viewer's brain will notice that. Either change the shape of the rock or rotate the textures to get a more natural look. Large expanses of any one material tend to look artificial. In the case of the rock face, consider breaking it up visually with vines, moss, etc so it's not so monolithic. In the case of grass, adding some prim grass and just slightly altering the hue of each patch can make it look more natural.
  11. A) You were confused and actually looking at your own profile. B) You copy/pasted some popular quote that they were also using. C) Too many drugs.
  12. FYI, if you join the Seraphim group in-world, these kinds of questions usually get a lightning-fast answer. The group is populated with shopaholics and fashionistas who seem to know everything. It's great.
  13. Oh that's true, but BilliJo is deciding on principle, rejecting a technology that is neither good nor bad in and of itself. And there's a long history of this in SL, where users reject a development because for whatever reason they don't approve of it. There are sims where users have rejected mesh and continue to do so. What's curious is that it's basically Luddite behavior and the irony of that pretty strong in a virtual world. BilliJo, my pleasure https://maps.secondlife.com/secondlife/Continental/182/210/35
  14. So you decline based on principle instead of on practicality and the quality of your experience. All the wonderful things you've missed by doing that. That seems sad to me. I use experiences liberally in my sim to enhance the experience. It's what the elevator teleporter uses to move people from floor to floor of the main feature building. It changes the EPP based on where you are in the sim (I have 10 different EEPs running). It's what powers lots of elements of the build in my sim, providing a more seamless and immersive experience for visitors. I don't force users in my sim to accept, but if they don't, there's not really much they can do there other than walk around at ground level.
  15. I would have thought you just divide the neck tattoo graphic between the head and torso textures. Tattoo providers as far as I know separate out neck and face layers because some people want the neck part but not the face part.
  16. I grabbed the wrong end of the stick first, don't give Porky all the credit! Is there an AI that can take a photo and figure out the proportions and layout of an EvoX head texture? Probably not. And given that you can do it in Photoshop with a template and have far more control, I would opt for that if you want to actually look good.
  17. Very pleased to have SEMINA performing live today at the Claris Cabaret at The Continental! 2:00pm SLT. http://maps.secondlife.com/secondlife/Continental/39/239/2252
  18. Hello all, I have a full sim and I have set a landing point for visitors. There is a group for the land and the land is set to the group. The group gives members special privileges including "ignore landing point", which I assume is how you let group members teleport anywhere they like, either by double clicking (if they have that set) or via a landmark within the sim. However, it does not seem to be working for general group members while it is working for some other roles with expanded privileges. Is "ignore landing point" dependent on some other permission setting for a given role for it to work?
  19. Many thanks to both of you. I've toyed with purchasing Avastar on several occasions, maybe now I'll take the plunge. Aside from the poses I want to do now, I'm sure I'll find uses for it in future. Last time I looked at Avastar I was concerned about it's update schedule. Blender is at 4.0+ and Avastar only claims to be compatible with 3.1. I would hate to buy it only to shortly have it break because it's not being updated.
  20. I need to create a variety of static poses for holding things, and I would like the poses to only impact the arm, hand, and fingers, and leave the rest of the user's default stand pose or whatever undisturbed. I've been looking at tools to do this, and want to know what people think is the best ones to use and the best workflow. I'd like the arm/hand pose to be Priority 4. I have AnyPose that allows me to save out animations. I'm looking at the Fate Pro pose app for the hand/fingers. Do these work together and if so, is it a good combination of tools for this project or are there ones better suited to what I want to do? Thanks so much in advance for your help
  21. This is not about LOD. This is about having the details from a high poly model baked into the the diffuse, bump and spec textures for the model without actually uploading a high poly model. For the model I showed above, I sculpted striations along the sides of the filet and added more detail on top which were then reflected in the final textures for the object, providing the "illusion" of more detail (and subtlety) in the mesh than actually exists in the uploaded model. As Charlotte points out it's generally easier to add detail than it is to remove it as retopologizing is an art in itself, at least as models get more complex. I think every model is different and as you gain experience (which I don't have a lot of), the best approach to take for any individual model becomes more obvious. I hope lol.
  22. Thanks but I *think* that won't work because one tenant of the sim is a dance company and they use bots to fill dance slots when developing dances. Had not thought about that, hmmm. Guess I'm stuck with doing nothing for the time being. That said, are bots really capable of any sort of uncrupulous activity? 99.9% of them seem to TP out seconds after they entered.
  23. Let's talk about bots. They are flashing in and out of my sim all the time. For awhile I did not pay them any attention, but I had a discussion with someone who insisted you really wanted to keep them out of your sim, mainly for privacy reasons. Not because of what you or your visitors might be doing on your sim (at least not for me), but rather because of the data that they can scrape. I ended up buying a product that would ban/eject known bots and make some sort of "educated guess" about others. I left that running until someone who clearly was not a bot got kicked, even after I dialed the "aggressiveness" of the product down to minimal. I ended up turning the thing off. So what's the word, is there any reason to be concerned about bots and keeping them out? If so, what are effective strategies/products that are effective to keep them out in the most non-intrusive manner?
  24. Yeah that was the counter-intuitive part, because no one ever explains what "the cage" is and what it does. As far as I can tell, it's akin to a projector that projects the texture information inward onto the model inside of it. So I went from "completely and utterly perplexed" to "oh, that's simple" lol. And that happens a lot to me in Blender Thanks again for everyone's help!
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