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Cackle Amore

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Everything posted by Cackle Amore

  1. And for any left over parts of the base skin not in use, you can just wear a alpha set to hide the specific chunk
  2. Man, the male side of shopping for human stuff seems like quite a barren waste if you don't care for the muscular body building super model look.
  3. Well, that's pretty much the purpose of those channels for now, short for auxiliary. Just some extra slots for what ever use people may find of em, probably going to be some heavily contested real estate that's for sure.
  4. Ya, sadly the thing only lets you toggle on the BoM thing when it's worn, as for selecting pesky rigged mesh, instead of trying to right click at it in-world, go to it directly in the inventory and right click on it there and you can pick the edit button in there.
  5. I don't entirely recall what drew me in initially, but I very much was a sandbox hobo for those earlier days.
  6. If you got a mesh body that's moddable, you can toggle it on without having to wait for the maker. In the window you apply the textures, there should be a new option for bakes on mesh next to the local upload button.
  7. Technically speaking, "BoM products" already exist. And we were using them before mesh bodies took over.
  8. No no, that's what I was talking about by the "not having to worry about needing this size or that size, or body a or body b" As we do now and when mesh clothing first started to crop up, we just simply had texture clothes and occasionally some additional bits and pieces to accent it. clothes for guys could be worn by gals and vice versa, no built in bulky shoulders or boobs. Just simply textures with some small bit of range of deformity and trimming via the sliders for em.
  9. Ah well I mean, I guess that'll depend on the creators and market. We didn't get much of a choice in not dealing with lots of things added to SL over time by Lindens and content creators, but BoM I'd argue would be more of the more beneficial ones to deal with in the long run.
  10. Well, nothing really terribly drastic you gotta learn, it's the new, now being able to use the old, IE, skin, eyes, hair, clothing layers, tattoo layers ,alpha layers, etc. So, a lot of stuff you might have as a dozen different overlaying mesh, can now all be worn as layerables like we used to do before mesh bodies took over. So much less reliance on onion layers. Not to say there still aren't some uses for the onions, but ya, just won't need em as much anymore.
  11. I think it's more so that, while the quality and such has certainly improved with mesh, at least back when the main part of clothes was just a clothing texture layer and we all used the same body, you didn't have to worry about this size or that size, or needing Body A or B, it just all worked relatively seamlessly across the whole grid.
  12. I mean.. it's working off the old system, so not that terribly surprising it's got no materials when there's no built in materials for skin to begin with. But you can still apply those materials on the attachment itself. And obviously still some perfectly valid uses the 'onion layers' can fill, but for a lot of the more basic foundation stuff, that can all be taken care of by BoM now, from the skin itself, to the many uses of tattoo layers from skin blemishes and features, make up, etc. As for Alpha layers, those can easily coexist with alpha huds, it can help cover the smaller nooks and such alpha huds don't cover, while alpha huds themselves can probably be trimed down in size over time to just covering more basic larger sections of bodies with alpha layers doing the more advanced detailing cutouts tailored to what ever clothing item they get made with. I will agree though, having all those skins and other such things being able to be condensed into a simple hud has been pretty nice, maybe that might still be possible as I recall seeing scripting support for BoM floating about, not really something I've tried out myself as I lack the skills for that sort of thing, but I guess we'll have to see what people do with that.
  13. Luckly, the BoM stuff can be used with non standard forms, though you'll of course need stuff tailored made for it. Ideally, if you've got 3 or less textures for the body, you can hook it up into the skin layer. You can also make use of the eyes and hair as well for their counter parts, and the new universal layer will let you add tattoos to those other spots. As for Animesh, My assumption is probably not, atleast not at the moment. The BoM thing only worked on attachments when I was last trying it out. Couldn't even toggle it on an object if it's just rezzed on the ground. But who knows, maybe someday, I imagine they wanted to finally get it pushed out in a stable form so peeps can finally start to use it. ------- Hopefully the TPV's won't take too long
  14. You should think of it as a good thing. You won't need appliers anymore for your base skin and such. Skin, tattoo layers, even alpha layers can shine once more! Can even have like basic undergarments as clothing layers again.
  15. Right click on the product page, and pick inspect You'll see this pop up Then just press ctrl+f and a search box will show up in it, type in "keyword" and it'll take ya directly to em.
  16. Kind of like what @Fritigern Gothly did, worse case, you just acquire a 'permanent' neck based accessory to hide the seam Here's a random doodle of some ideas off the top of my head
  17. I bet @Penny Patton will like the sounds of the recent topics if she missed it.
  18. Before you get to rigging, I'd recommend learning about retopology. Atm it looks like your mane thing was made via scuplting, So it's polygons are probably a chaotic mess, and it'll make it a a pain to properly weight. To explain what Retopoly is, basically, you just rebuild a lower poly mesh around the high poly scuplt. Often times, the high poly sculpt will be used to make a bump map to stick on the lowpoly to retain the extra details. This video should give you a rough idea of how to do it, though I think the fellow in the vid might have some plugins that might throw ya off.
  19. Well, just try to have your lower LOD's seams match up as best ya can, then just kind of match up the UV as best ya can. Don't worry about it being a bit of a mess, you won't be close enough to see the LOD's anyways when they're working as intended. One thing you can do is select the full model, then the LOD, and when your in the UV window, click on view and toggle on the option to like "draw other" or something like that there, it'll show you the UV of the other selected object as a sort of faint backdrop.
  20. Ya sadly glitchy transparency has been something that's plagued video games for quite some time. That's why you're more likely to see things use mask instead.
  21. Well, I'm sure the tool would be nifty, but it does seems a good lot of us are blender users here 😅
  22. Ya, you can make how ever many looks you want on a single account, of various genders, races, species, etc
  23. To be fair, plenty of uses for having something like hair linked to a basic cube as the root. Like if it's made of unrigged pieces, it's easier to position if it's root is a simple cube, and if it's rigged, well surely we've all had issues at one point or another trying to right click on a model and just ending up selecting everything else but the model. Having a simple plain prim cube is much easier to aim for since it won't be as effected by that same issue.
  24. Make sure the permissions are set when it's still rezzed on the ground then pick it up. Basically, if you only change the permissions while in your inventory, it doesn't fully apply, and is more or less just temporary perms. Alternatively, if your on firestorm [I don't know if other viewers have this option] You can set the default permissions to be full perm for anything you upload onto your build account. [Those options are in preferences>firestorm>build1 for me.] An easy way you can tell is in here Look at the N, that shows the current permissions on it And if I was to check the box for Transfer, it'll now have a little * next to it But when I rez it, and pick it back up into my inventory, the * goes away Now, I do admit, I don't entirely know what some of the letters and such is short for, but basically, if you still see the *, it means the permissions haven't been fully applied.
  25. There's also the size of the model in the mix as well, if it's massive when you spawn it in SL, you might want to downscale it back in blender.
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