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Digit Gears

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About Digit Gears

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  1. They recently released a "Release Candidate" of their own this past week, so hopefully soon.
  2. Well, should be safe to assume most will still be on 2.79 as it's been the main version of blender for the last few years, and with the rather drastic change of UI 2.8 has, some will probably still prefer working in 2.79 till they get better acquainted with 2.8.
  3. Well, the "high" is the main model itself. but ya, I think what ya wrote should be the way to do it with adding the _LOD2 at the end of the object names. Paw1, Paw1_LOD2, Paw1_LOD1 and so on.
  4. There's certainly quite a lot of handy small features FS has you might not even think about. Like the fact you can select an "edit" option for worn attachments through the inventory. Default viewer doesn't have that.
  5. At the very least, would be curious to see what'd happen if it was capped to 3.
  6. Honestly, I see no problem with using jpg, most programs these days save them pretty well these days, gimp even has a slider for the quality of it's compression to still keep it lookin good. Plus, even if you did find a way to scrub any hidden alpha a program might of added, SL seems to add it back itself from what I've seen.
  7. Tends to be about 3-5 days for me. I think the first one I ever did years ago took a whole month.
  8. If people want triangles, they'll have to make their own triangles! But honestly though, I'd like to think it would at least help give a bit more of a stronger and harder to get around incentive if people couldn't just rely on SL's lackluster auto generate anymore to skimp by.
  9. Well, like I said, there can be exceptions to the rules, the rest of the texture for the locket itself probably won't need more than the 128x range, but the face for the picture can be just left as a big plain square sized face to let peeps put what ever pic they like on it, course me personally, I'd probably try to keep what ever picture I'd put there still within the 512x at max.
  10. Optimo's approach might be a bit rough sure, but not exactly wrong, there is WAY too much stuff on SL with 1024x textures that shouldn't be 1024x sized textures, and in some cases, even 512x would still be too big for them. 1024x should be saved for the biggest parts. Buildings for example can reasonable get away with a couple of 1024 for the major parts of it. And for avatars, that would be the body, unless that body is split apart into multiple UV's like the ol "standard" which is split into threes, then go lower. The face, while contributing to a smaller portion of the overall size is an exception to the rule since it's arguably the main "star of the show" in a way with character models, so it staying somewhat close in size to the body isn't entirely unreasonable, otherwise for the SL body, the ideal sizes would be 512x for the upper/lower body sections, and 256x for the head, but as I said, since the face is a main attraction, it can stay at 512x as well, but for any other parts of it's size compared to the rest, it should normally go smaller.
  11. I wonder what would happen if they got rid of the auto generated option for the LOD's and just made the LOD only have "from above" and "file" for choices.
  12. Well, I do remember there being some like vendor reselling sort of things in the past, [forgot the exact name] but don't think I've really seen em around in quite some time though, Basically random Joe places a vendor he got from so & so store and they get a small cut of the profit of purchases through it. Now the closest you'll find to that is Gacha Resellers
  13. Honestly I can't really blame em, the base account name is often a rather hard coded in thing, and the idea of "name changing" freely wasn't really a thing way back in the day when SL was born. So account names for it is something most likely buried at the heart of the games code. Discord and Battle.net have a number attached to your account, letting the name be more freely changeable, though battle.net charges a fee for it. And Steam and Secondlife just simply have a display name that goes over the account name. I think Ubisoft might have a sort of invisible number ID, but you also have to go through support to get a name change. They had to change up their system to make it work cause you couldn't get an account name change on it long ago and it sounded like they had the game keys and the ID sort of intertwined from the rough recollection I recall being told when I tried asking about an account name change long ago. All the older games I had on that account would of been lost basically because of how their system used to be if I got a name change. Basically, ya gotta remember that to the code, an account name isn't just a simple name, it's part of the foundation of the account itself.
  14. At one of the last content creator meet ups I had been to, they talked about how they want to start doing new tutorial type videos again, and use those to help guide people along in preparation for the ARCtan thing. Like how to identify good and bad optimization was one example they said.
  15. It's a perfectly legitimate method used in countless video games with character customization to just have the body split into chunks and hide em or selectively slice up to match the clothing worn. While not impossible, majority of the time you're not going to get 1:1 weights and polys between a base body mesh and the clothing going on top, so the simplest and most effective way is just slicing out the body underneath. Usually the only main way you can ever get the topology and weights nearly 1:1 is by slicing it out of the body itself, but that can only go so far depending on how altered the end result is.
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