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Christhiana

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Everything posted by Christhiana

  1. I've been working on a modular boardwalk system for a while now and have experimented a lot with combinations of baked textures, normal and specular maps. With a lot of help from this forum I've now found a combination that works great for my boardwalks. For the boardwalks I use a flat baked texture. I Bake the individual planks from a high poly model (with all edges rounded) to my flat model using only global lighting and ambient occlusion. This gives me a flat texture of planks with ambient ocllusion shadowing of individual planks usable for non ALM settings. for the texture I use a B/W woodgrain texture with it's own normal map for the grain. I bake the normal map from the high to low poly model which gives me a combination of the high to low bake and the woodgrain normals. In SL I use the baked B/W difuse texture for both diffuse and specular maps which saves me a seperate texture for specular while still getting a good result. I color the diffuse texture by setting the object color in SL, which also gives me the option for scripting an easy color change menu. With alm turned on you get highlighting on the woodgrain as well as rounded of edges which make everything look a lot more realistic. The non alm version will not show the highlights on the rounded edges but the baked AO still makes it look great.
  2. I looked up the bed on MP and it is indeed a sculpted prim and not mesh. They make use of sliced sculpted prims. In the video link below it's shown how this works. The guy uses an older version of blender but it's to show how it works in general. It takes a lot of skill to create something of this quality out of a single prim.
  3. What do you mean by 'optimise your parcels html page'?
  4. I am experiencing the same and have been for over 6 months. Zooming in and out makes the object part that is underwater dissapear and reappear. I have this with objects that are partly submerged as well as fully submerged objects. I use the latest firestorm viewer and haven't tested it with the official viewer.
  5. If you only have to store a little bit of info you can always use the description field of the object.
  6. The only drawback to saving the body with the outfit is that when the body gets an update, you'll have to update all the copies you have stored with your outfits as well.
  7. Tier's already been paid through Oct11 so you won't have to pay Linden Labs until then. You're wrong there. You pay tier for the right to own a certain amount of land. Payed tier does not carry over with the land to a next owner.
  8. You can take the test for Aditi (beta grid) by following this link: https://secondlife.aditi.lindenlab.com/my/account/ip/tutorial.php?
  9. I would like to add, next time agree to pay 75% upon completion and delivery and 25% after you've tested the scripts and everything works as intended. This will keep your hired scripter a lot more motivated and communicative...
  10. That **bleep** happens without it having a meaning in the grander scheme of things. That things don't always turn out for the best. That you're not always awarded for enduring suffering. Life has it's up and downs and not always in equal proportions. etc...
  11. What kind of a lowlife god are you if you have plans that make children and innocent people suffer. And what good have these plans brought us so far after thousands of years of your religion?? War? More suffering? more injustice? Wake up and smell the coffee!!!! Quit hiding behind a false image of a god because you can't handle the truth of life!
  12. As far as I know LL has nothing to do with it. The credits go to the firestorm team. LL doesn't even have a 64bit viewer...
  13. Have you tried rezzing the dress on the ground instead of wearing it when you apply the textures?
  14. Do the math again...1.00 GBP is about 1.57 USD so it's L$ 376.31 to 1 GBP. Of course this is without exchange fees. So actually the exchange rate you got at Crossworlds is a pretty bad deal!
  15. Not all IP adresses are dynamic. And even the ones that are can have a long or unlimited lease time. I get a dynamic IP adress from my provider but it has been the same one for over 2 years now. Even if I realease and renew I always get the same IP adress back.
  16. I've heard from a lot of people that Hippotech support is about the worst you can get in SL. I'm glad I decided on Caspertech when I was looking for an inworld vendor system. Support with Caspertech has been A++ premium whenever I had questions, however silly they were.
  17. Someone over at SLU pointed out that Linden Research has applied for 2 new trademarks... Sansar http://tsdr.uspto.gov/#caseNumber=86593259&caseType=SERIAL_NO&searchType=statusSearch and Project Sansar http://tsdr.uspto.gov/#caseNumber=86593254&caseType=SERIAL_NO&searchType=statusSearch Could Sansar be the name for SL2? It wouldn't be that far fetched since Sansara was originally considered as a name for Second Life.
  18. Current Avatar (body only): Slink Physique L$1250 Slink Hands L$450 Slink Feet Mid L$675 Slink Feet Flat L$675 Mandala Ears L$297 DeeTaLeZ skins and appliers L$3000 Real Eyes L$100 Vista AO Essence L$1900 --------------------------------------------------- total L$8347
  19. That was fast! I'm going to try it out over the weekend! Thanks for the update.
  20. LL is going to change these limitations. instead of 5 attachments per attachment point it is going to be 60 attachments in total wherever you want to attach them. So there's really no point in making a fuss about this now since it will be solved in the near future anyway....
  21. Your friend should create a group (L$100) and deed the land to that group. This way he has a lot more control over the permissions on his land. He can then assign you a role in the group and specify what you can do on the land. You can read more on how to deed land to a group here: http://wiki.secondlife.com/wiki/Deeding_land_to_groups
  22. What would also seem to me like a nice feature to have... would be to be able to exclude the normals of a vertex from being automatically updated by blender. A 'lock vertex normals' option. this way you could delete geometry and keep certain vertex normals as they were before the adjoining geometry was deleted. This would make certain tasks very simple and quick. for example you if you wanted to split an object in two, you could make a copy and delete the opposite halves from each while you have the vertex normals along the seam locked.
  23. That is some really good news for all mesh creators in SL! I'm really excited and looking forward to the new operator and export features. It's great that this will now also be available to people who haven't bought the avastar addon (although they should, it's worth every cent!). Thank you so much Gaia!
  24. Drongle, I tried the sorting and it indeed seems to work! It fixed the bounding box without the need to edit the dae file. However I found a way to make the avastar collada exporter work for my situation without the need for the extra geometry. As I mentioned before it worked until I did the edgesplits to make the smoothing only work horizontally. At first I put a copy of the corner on both sides of the original like this: I then exported with the avastar collada exporter with the option 'weld to all visible' checked and got a result like this: But when I delete all flat shaded faces on the copied corners like this: I get the desired result as shown in the next image.
  25. You can get some results by experimenting with the positions of the lights in your scene. Blender bakes the specular reflection for each pixel as if it was looking straight at it. I don't use the cycles render engine myself (yet) but as far as I know you should be able to bake specular reflection with the right nodes setup. The first thing I ever baked in blender was an atempt to produce latex (see image below). The reflections you see are specular lighting. They don't look sharp but that's the material setup I used. I never experimented further with this because I found the baked specular effect to look very fake when you move around the object in SL. Where in RL the specular lighting changes depending on the viewing angle, baked specular reflection will be static and while it might look nice from a static viewpoint, it looks terribly fake once the object or your camera moves. Perhaps a better way to go about this is to use the materials feature in SL. You can bake a specular intensity map in blender and select that texture under the shininess option in the texture edit window. These reflections won't be static and work with the lighting and viewing angle in SL. The only drawback is you have to have Advanced Lighting Model turned on in the graphics preferences of your viewer to see the effect. This is my first and only attempt at baked latex reflections in SL.
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