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markkemp

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Everything posted by markkemp

  1. When I make diffuse textures I always have them a bit brighter than how I want to see them as, if that makes sense. That way when less than 100% diffuse lighting is applied they look perfect inworld. It's something that takes time to get the right eye for. :matte-motes-stress:
  2. There's a wiki page about smoking in SL? :smileysurprised:
  3. Just put the texture on an extra prim. Those stencils contain alpha so they are isolated on transparency. Put the prim up on the wall like you would a poster.....
  4. If I was going to apply a pattern from another image onto a tshirt I would do something like this: 1) paste it into the document 2) make it a smart object 3) Isolate the smart object on alpha by detecting the edges (various ways to do this) and using a mask 4) apply the smart object as a clipping mask onto my tshirt 5) resize the smart object 5) change the blend mode of the smart object to multiply or overlay (depends on the design) But then photoshop comes with experience and there are usually 101 ways to do things. The method I've just described is the "ideal" way of doing it, that professionals would use - working non-destructively.
  5. Well, the NSA is violating your computer privacy and probably caming you right now so.......
  6. To take the equivalent of RAW shots you'd have to take numerous shots under different lighting conditions. Then post process them in photoshop. In photography we call that multiple exposure bracketing. Take screenshots with PRINT SCREEN to avoid compression into JPG using the screenshot tool.
  7. Unfortunately they are telling it how it is. Only way to be 100% sure that you won't be DMCA is to create everything yourself without using full perm components. I will say you were very very unlucky though.
  8. People prefer high ceilings because of the camera controls in SL. If you have a house at the normal scale, it somehow feels clustrophobic. However, people don't like oversized furniture, because they can see it is out of scale relative to their avatars. Cunfusing ha? :matte-motes-evil-invert:
  9. Your sim doesn't happen to be called "bermuda triangle" does it? :smileyhappy::smileylol: Seriously though good luck with solving the problem :matte-motes-sour:
  10. Or they could just make the standard non-mesh avatars look like something other than a goth freaky looking thing (no offense to goths). Designers seemed to be able to make the standard avatars look ok for a loooong time. No need for mesh as standard.
  11. Ah yes, very good point. I think you can look at the last owner thing though - but even that probably isn't reliable.
  12. You should report the creator of that item. Bang out of order if you ask me...
  13. Second Life addiction? Creators often don't spend a lot of time in SL because they have to run heavy 3D software and things. I try to log in at least once a day though to check notecards and IMs. Good to stay in touch with your customers. I would say though that many of us just replace SL addiction with work addiction....:matte-motes-stress:
  14. Happens to all creators all the time, not just mesh creators. Sometimes there's a server problem or something just doesn't work for some reason. Often it's a problem with your own viewer and you have to reinstall it. I regard it just as part of the challenges of working in this environment. :matte-motes-stress:
  15. This is proving very popular scipt! :matte-motes-smile: UPDATED TO VERSION 2: - Fixed a bug where it was not aligning the last prim in the linkset - Added more intuitive local chat messages - A summary message at the end showing the total number of exceptions found - Cut down on some of the spammy text - Added the following highlighter scripts to help people find faces that need to be fixed: - Script 1: Tint problem material faces in red - Script 2: Tint faces without materials in green - Script 3: Remove all tinting and set to pure white again
  16. Does anything happen when you file an abuse report? I thought it just went down a rabbit hole somewhere.....
  17. You're right it could very well be materials - I made real 3d sequins using materials: https://marketplace.secondlife.com/p/Sequin-Textures-Full-Perm-DT-Material-Collection/6305288 Even modelled seperate sequins at different angles so people can add them to their fabrics.:matte-motes-sunglasses-2: Or maybe they are using material gemstones: https://marketplace.secondlife.com/p/60-Gemstone-Textures-Full-Perm-DT-Material-Collection/6294014 A lot of possibilities are coming for clothing designers that they had not imagined was possible before.
  18. You're welcome guys!!! I just scripted it a few hours ago so if you spot any bugs/improvements just let me know and I'll make the changes :matte-motes-stress:
  19. I noticed there was a big problem with people suffering difficulty (not to mention wasting a lot of time) using the tools for aligning normal and specular maps to the diffuse texture map. There have been several threads already about it: http://community.secondlife.com/t5/Building-and-Texturing-Forum/Materials-reverting-oddly/td-p/2817772 Then it occurred to me that people almost never want different settings for the normal and specular maps. They usually want them just aligned to the diffuse map. :matte-motes-nerdy: So I created this script to do it automatically and threw it on the marketplace for free. Just drag it onto your linkset and it will align all the materials to the diffuse maps and then delete itself. Hopefully this will make materials more accessible to new and pro builders alike! Hope you all enjoy it and leave a review if you find it useful! :matte-motes-bashful-cute-2: https://marketplace.secondlife.com/p/Automatic-Material-Alignment-Script-Copy-Perm-DT-Script-Collection/6401900
  20. The UV map is a map of how a texture is applied over the various faces of the mesh. Each mesh has 1 texture that has to cover all its faces. That's why UVs are usually very tightly packed. Usually a mesh maker will provide something called a "shadow map" which is basically the ambient occlussion channel baked into a texture. Take that shadow map into photoshop and apply it as with a "multiply" layer style or perhaps a linear burn. Then in the layer underneath you can paint your personalised colorization and designs.
  21. I think it sucks for some people who are obviously really into those games. But for the long term of SL I think it is just another chapter in the story. A lot of improvements are being made to Second Life and those are feeding through into better content. Computers are also finally catching up with Second Life graphics and internet speed requirements, so SL is getting a 'second wind' of sorts I feel.
  22. I have to agree - Second Life is full of things that don't consider color blindness. Fortunately I don't suffer from it but I try to consider it when making things. Good job on your alignment texture, I would stick it on the marketplace and just make it available. If people use it then great. One other thing is you could contact the bestseller alignment texture owner. Get him to add this to his pack.......
  23. Ah so it was already this bad!! And today I'm told they want to make it slower! :smileyvery-happy:
  24. Just to be clear - I have absolutely no problem with sites slowing down to prove this very important point
  25. I was wondering why the internet was so painfully slow today. Did anyone else notice this? Then I found out why: https://www.battleforthenet.com As I understand the issue, the FCC is trying to slow the internet down. So a lot of websites are intentionally slowing their service down on the 10th of September, to show why net neutrality is so important. Seems very important that the cable companies should be able to make even more money, charging customers at both end of their internet pipelines. :smileyfrustrated:
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