ChinRey

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About ChinRey

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  1. Five per household actually but usually there's no problem getting permission to have more if you ask nicely and have a reasonably good reason, at least not if you are a premium member: http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alt_account_policies I have six alts, all but one of them have two or more different avatars they switch between, one or two default human females and a couple of non-human ones. These days I'm usually so much focused on what I do when I'm in Second Life it hardly matters what kind of avatar or which alt I use but I still love to play around with shapes and outfits every now and then and when I visit places, I always make sure I sue an avi that fits whatever the theme is.
  2. I love Theresa's posts because they are always so refreshingly provocative. This time she got me to rethink what exactly the phrase "no mesh avatar" really means. Taken to its logical extreme, this is the only true no mesh avatar in Second Life: Or actually, it's not the real thing, it's a reproduction created by Brent Linden and added to the Stillman collection by Torley.
  3. I mentioned in passing that Jazz used non fitted mesh feet. (They're not rigged either btw, jsut regular rigid mesh). In no way did I imply that had anything to do with the criteria for the challenge, it was just a part of the presentation of my initial entry.
  4. I didn't actually say that but a little bit od muddling is great - allows people to intepret the challenge their own way. In cse there's any doubt, this is not a competition and it's not an attempt to find the (non-existent) one and only truth. There will be no winner and no definite conclusion.
  5. Yes and of course also a question of whether they are willing to pay the price - not just the price in Lindens but also in lag, higher risk of render failures and more cumbersome outfit changes. But I do believe the main reason why a few people dare to express negative opinions about mesh avatars here is that they react against the peer pressure. Reading through the various posts here, it's very easy to get the feeling that if you wear a mesh body you look good, if you don't you're ugly. That's not true of course - it's not hard to find mesh avatars that look much worse than the pictures people have posted here - but more to the point, peer pressure goes against some of the core principles Second Life once pretended to be based upon and there are still people here who believe in those principles. Uniformity is also something SL sometimes pretends to be against. It's you world, your imagination (and, of couse, you're neighbor's nightmare ) - not somebody else's. Look at the pcitures of Jazz and Tess here. It's the same body shape with only minor tweaks, they're of course both figments of the same imagination and they're very much my two tomboy alts. To me at least they still look like two distinctively different personalities. The two alts I use the most, Rey and Lynx, have very different styles, Rey is this vaguely Asian character while Lynx alternates between blonde Scandinavian and dark afro-american. The only avatar part they have in common is the same brand of mesh body and that alone is enough to make them far more similar to each other than Jazz and Tess. I mentioned lag at the beginning of this rant so I have to add that mesh isn't necessarily laggier than older materials. Those mesh shoes in my first picture here for example, they're of course far less laggy than the sculpt ones I used for the other two shots. The most important lesson I received when I was a newbie builder was something Aley told me: use whatever materials and techniques that are best for the job. She never adapted to mesh but that advice certainly does: use mesh when it actually is the best option, not when it isn't. Anyway, this thread was supposed to demonstrate that its' perfectly possible to create a good looking classic avatar and also as a fun challenge. I better stop writing and let the pictures (keep 'em coming, folks!) speak for themselves. Ending this rant with not just one but two quotes: Think for yourself (Timothy Leary and/or Geroge Harrison) and T'ain't what you do, it's the way you do it (Sy Oliver and Trummy Young)
  6. With the danger of turning this into a "Rey show off her alts" thread, here is my second response to Skell's challenge and this time I can claim the bonus too. Tess is technically my main since she's my oldest active(ish) account but not really because I don't log her on very often. I was going to assemble an avatar only from Free Dove but had to give that up because I couldn't find much usable that wasn't mesh there. The Tameless hair is from Free Dove and so are the shoes. I don't think I should mention the name of the shoe maker since the they are pretty much useless. Its possible to hide the fatal flaw on a picture like this but not in a "real" situation (unlike most SL clothes which of course always look just as good on your avatar as they did on that carefully staged and retouched picture you saw on MP or in a blog). All I can say is that they were made by somebody who thought no-modify shoes and sculpt feet without a resizer script was a splendid idea. Top, skirt and belt are four year old group gifts from Wilson's Closet. Necklace is by Charlotta Jenkins, her store at Second Norway is a really good place for free jewelry. Skin and eyes are from a starter avatar of all things (Tess is usually a pale skinned, blue eyed Scandinavian). The body shape is selfmade. ---- Completely off topic but when I had Tess posing, I also took this picture which explains why I don't use my main much: When I returned to Second Life after all those years it was as a photographer. I had this idea that SL would be a great place to find ready-made scenes for illustrations. It didn't take me long to realize how wrong I was. You can take pictures of avatars and you can take pictures of scenes but put them together and all you get is something like that picture. Those houses and that street light are actually fairly small by SL standards but they're still so huge compared to the avatar it just look ridiculous. I was about to give up on the place but fortunately(?) I stumbled across a builder one day I had logged on with that minor alt, Chin Rey, and he ordered me to go to Builders Brewery where I discovered something else you could do in Second Life.
  7. Ok! I have to let the bonus points go for now though. I don't have time to put a competely new outfit together. Maybe later. This is my youngest alt, Storm. I never give her any Lindens so she only has freebies. Except a pair of shoes I bought in her name on MP (and that was only because I had to get her payment info on record so she could open an MP store for me). The eyes and all the clothes are from a free complete avatar she found at the place the portal park dropped her off at on her first day. I think the skin is from FabFree. The shape started off as part of some freebie package but it's been so modified over the years I probably should claim it to be my own original by now. I have absolutely no idea where the hair and earrings are from. Storm is 190 cm tall - a giantess compared to my other alts, a fairly long beanstalk by RL standards and a midget by normal SL standards. With a little bit - or rather a lot - of help from those oversized cuffs it's actually possible to get reasonably well proportioned hands on an avatr of that size - very obviously scaled down male hands rather than female ones but still not too bad.
  8. That may be the reason then. If I understand correctly, you get the kind of problems you describe long before your each the official triangle limit. I don't do high poly meshes myself since they're not really suitable for dynamic virtual environments so I don't remember the details but you should find some info if you search through the this forum.
  9. I doubt this is the answer in your case but just to eliminate the possibility, that mesh doesn't happen to have a very high poly count?
  10. That formula would probably have worked just as well but no, it's not the one LL chose to use. I've been doing a couple of tests to determine actual load of various objects and other assets recently and it's amazing how poorly the calculated land impacts match reality. http://www.wired.co.uk/article/is-pluto-a-planet
  11. Just got the idea reading the "non-mesh doomed to extinction" thread. So here's your chance to show how good an avatar you can put together without any fitted mesh. And... ummm... I really ought to start with a picture of my avatar but it turns out I don't have any no mesh outfits... I do have alts who are less vain than me though. Jazz here was not happy when I forced her to remove her Slink hands and her shoes are probably mesh (although not fitted). Not exactly a perfect start but it is a start. (Oh btw, yes, I will give Jazz her Slink hands back if she promises to be nice.)
  12. A more detailed explanation - sorry but this actually is a little bit complicated. But read it carefully and it should make sense ... or just ignore it if you like. An object in Second Life is asigned four weights: Server weight is how much work it is for the assets server (that's the one that stores all our items) to find the item. It is always 0.5 for each mesh, sculpt and prim - plus a little bit if there are any scripts. Physics weight is a wild guesstimate of how much load the item puts on the sim server. Download weight is an estimate how much bandwidth it takes to transfer the item from the assets server to our computers, that is, how much data needs to be transferred. Render weight (or render cost or draw weight or God-only-knows-how-many-different-names-LL-has-given-that-fourth-weight-over-the-years) is an estimate of how much lag the item generates, that is how much work it is for our computers to render the item on our computer screens. Now, Linden Lab couldn't care less about our computers or how much lag we get so that last weight is just ignored. It's the first three weights that determines the land impact. More specifically: Land Impact is the highest of the three values server weight, physics weight and download weight rounded off to the nearest whole number There are two factors there that can sometimes give unexpected results for people not familiar with the system, the rounding off part (as Rolig already mentioned) and the fact that it's only the highest of the three weights that count. You can play around with the numbers in all kinds of itneresting (at least if you happen to like math) or frustrating (if you don't) ways but let me give you a few examples. Let's say your linkset has four meshes, each mesh has server weight 0.5, physics weight 0.4 and download weight 0.2. If you add that up, you get server weight 2, physics weight 1.6 and download weight 0.8. Server weight is the highest, so that is what becomes the land impact. Add a prim cube to the linkset, it has server weight 0.5, physics weight 0.06 and download weight 0.06 That will increase the server weight to 2.5, physics weight to 1,66 and download weight to 0.86. Server weight is still the highest and it is just barely high enough to be rounded up to 3 rather than down to 2. That is what probably happened in your case. Another example: Say you have three meshes with the same weights as the ones in the first example. That'll give you server weight 1.5, physics weight 1.2, download weight 0.6. Server weight is still the biggest and at 1.5 it is just big enough to be rounded up to 2. Ad a cube prim to that and you get server weight 2, physics weight 1.26, download weight 0.66. In this example you could add a prim without increasing the land impact. There is a third factor that can ad to the confusion btw.: the weights we can read in our viewers are with one decimal, the ones actually used for the calculations are with at least three. In otehr words, if your viewer says a weight is 2.5, it can be anything from 2.45 to 2.549. If it's 2.499 or less, it's rounded down to 2, if not it's rounded up to 3. That is never an issue with server weight for unscripted linksets since the server weight for each mesh, prim and sculpt int he set always is exactly 0.5 but it can sometiems be significant if ther are scripts adding to the server weight or if one of the other two weights is the highest one.
  13. You're very obviously both right and wrong at the same time. You're right in the sense that Dakota's post is very good advice to everybody who want to increase their MP sales. But it can't possibly explain the recent drop Hero and others have seen since nothing there has changed recently. I suppose Chic's explanation is the best one. It's tax time all over the world, not just in the USA and that can be a taxing time so there's no wonder people have less money to spend on entertainment than they usually have.
  14. Do you offer your Lindens at the same rate that you used to? If so, you should be aware that the market rates have dropped quite a bit recently. There hasn't been a single transaction higher than 263 L$/dollar for over a month now so if you're asking for more than that, just forget it, you're not going to find a seller in 3 days or 6 days or anytime in the foreseeable future.
  15. That reminds me, can anybody recommend any good perfumeries in Second Life?