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Frank Ziplon

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Everything posted by Frank Ziplon

  1. Hmmm, reminds me of Frank Spencer, you probably won't know who that is if you are not British, but he was a very amusing character in 70s TV I think it was, might have been 80s. Man I'm showing my age now lol
  2. raspberry huh.... man that's a big ask....laughs, it does come in 10 colours, but only 2 are in the red range, this is because I'm not creative enough to create my own textures and am reliant on marketplace purchases where textures are concerned. Though to be honest, I wouldn't necessarily say that the included colours are what the texture creator described them as, but then I guess things are always open to interpretation, hence there will be a demo which allows for all colours to be tested, but they won't be named.
  3. Thank you, I will probably view part one too as I would be interested in having a go at creating that particular mesh, just for the experience. I may never make anything other than the Beanie myself in terms of wearable clothing, but never say never. I did manage to get the Beanie's triangle count down to 2234 after losing inside faces and adjusting in other areas, but the downside was, because the Beanie sits over the ears, there was some obvious show through, in terms of selling, it's hard to know just how fussy a purchaser is going to be and because I did things in the wrong order, where I was so keen to see what the Beanie would like on my avatar, I had already baked the textures and the UV map no longer worked well with the adjusted model. I will probably do things from scratch again, as I am someone who likes to learn new things and each time you do something, there is room for improvement. Anyway as I say I consider myself inexperienced, I only stumbled into Blender because I couldn't find a certain building type on the marketplace. I am relatively sure, my buildings do well in terms of geometry, but then walls are basic structure. It so nice that those of you, who have experience, share your experience and I couldn't be more grateful.
  4. Thank you so much for giving such a detailed a response. What a great outfit you have created. I will look at my model again. Losing the inside faces I am sure will make a significant difference, but there may be other areas I can tidy it up too.
  5. thank you, that's very interesting, I guess it explains why nobody tells you a set limit as there is more going on than the actual memory usage. I pulled up the stats for the region as per your instructions and the time is peaking at 22.438, which if I am understanding you correctly is for the entire region, opposed to my personal contribution. I am assuming there is no way currently to determine what is being used per parcel. I think it is very right to request a feature than enforces fair script usage and indeed account for them in land impact, people like me who are interested in their part would value land impact indicating that information. Unfortunately when you only lease a parcel, there is no way of viewing top scripts, like you can when you are estate manager or owner of a full region, so it's difficult for me to know, just how much impact my own scripts are having. Like I say there is no lag, so I'm hopeful that is the case for everyone who uses the land. I thank you for taking the time to put this very useful information up
  6. So this is a burning question I have, that there seems to be no information on. In a full region it doesn't seem to matter because there is no covenant, though it matters from a lag perspective of course. But just how many scripts or how much script memory is too much. When I downgraded to a 1/4 sim parcel, I posed this question to one of the Chungs and the response I got was "well there isn't actually a limit, you just have to be responsible" So how does one be responsible without knowing some kind of limit? I've looked in the adjacent 1/4 sim parcels on the land I'm at and script memory usuage varies, one parcel is using 194340kb which is the highest in the region, this seems quite high and I don't think I was even using that when I had my full region, however, I'm not getting any lag issues so I personally have no problem with it. I'm currently using 95414kb, but then I'm working on a multi-scene rp platform at the moment and many of the scripts will disappear once that is the scene rezzer, though the downside is, that the scene rezzer itself needs to add an additional script to each object. Script usage is something I try to be mindful of and although there is advise on avatar script usage, there seems to be no advise in terms of scripts on land. Anyway, I would love to hear thoughts, script memory usage only seems to become an issue when the lag starts, but that seems to me to be closing the gate after the horse has bolted and clear guidelines to begin with, would be a better option.
  7. Hey, Hi sorry, you are quite right, it is a spelling mistake, yes I meant Beanie Hat, it was the early hours of the morning when I put the message up, so I guess I didn't even notice the spell checking underline
  8. Thanks for the replies, I will look into Zbrush, I'm not on MD 8 but it may be worth looking into another version too. It is true the market is flooded with items well over 5k, from a consumer perspective, I don't really ever look triangle counts, if I like a product and it has a lot of detail, I expect it will be quite high, but I must admit, in my own creations, I do try to be as responsible as I possibly can without destroying any nice curves an object has.
  9. Ah that would explain why I can't remember doing it. Well I better get off for some zs, I totally lost track of time tonight and have been online all night, it's gone 6am lol Good to know, though it seems I might have selected no limit after all lol. I use high-ultra too. Well off for a nap for me, been on all night without realizing it, it's 6.38am so not much sleep in store for me, mind you it is the weekend, so I guess I can sleep in.
  10. Actually the question may be a little elongated than the title. So I made a beany hat in marvelous designer, it had a high triangle count to begin with so I used Blender's decimate modifier to decimate as much as possible up to the point it started to break down. However it still has a hell of lot of triangles at 5k. I didn't initially make it for Second Life, I made it for an opensim grid as their market was a bit sparse, but having read through their forums they are too extreme about optimization, so I figured I may be seen as plaguing their market with poor geometry rather than contributing to giving it more content. I've looked at a lot of my avatar's clothing and they all have pretty high triangle counts too, so I guess to a point it is unavoidable with wearables if you want them to be realistic. My second question is regarding faces on the inside, good or bad? Some people look at things from all angles and I'm thinking that if there are no inside faces and they can see through the beany at a certain angle, there will just be complaints, but of course, having inside faces, means more triangles, they are included in the 5k count by the way. I don't deny I am inexperienced as a modeler, I just fumble along because the information on doing better isn't out there, you often see people complaining about triangle counts, but they never offer useful links to videos demonstrating how to make low poly items that don't look like blocks just thrown together. They just expect people to know how to do better. Anyway, I expect a mixed response to this question, but any advise welcome.
  11. Very true, have dropped it to 350k, I have a reasonable expectation that my graphics card can handle that, at least.
  12. Why didn't I look there, that explains why I see no Jellies, mine is set to no limit. Can't remember setting it to that, but I guess I did at some point.
  13. Wow that's interesting, though I think possibly coincidental, rather than anything to do with set home to here. So far as I am aware setting home doesn't offer any special privileges in terms of lag, but hey who knows, LL may well favour people who spend on homes. I personally seldom experience lag anywhere, the vast majority of lag is on the client side, despite what some will argue, I use to get a lot of lag in the old days when I only had a basic computer with on-board graphics and as I like to put it, you can't expect a Ferrari experience driving a Ford.
  14. Hmm, I came across this in an unrelated search, well not totally unrelated, I was looking for guides on optimizing mesh creations. I don't really personally stop to think about it a lot, I see the whole complexity info pop up every time I add or remove a piece of clothing or accessory to and from my avatar, it's usually around the 85k mark though. I've not met anyone who is purple jelly yet, so I guess I've been lucky, but then I have a pretty decent rig and I assume that contributes to how much the complexity of others matter. I guess one advantage of being a male avatar, is that you don't necessarily need to wear hair. That said, there could be some bald female avatars out there, I've not come across any though. If 100k is the general advice, I don't anticipate any problems. I'm actually more mindful of my avatar's script count, I have one hud that in the latest version uses a crazy amount of scripts 118 to be exact and memory of 7168kb , suffice to say I only put that one on my avatar when I'm on my own land and even then only if there aren't people in the adjacent parcels. The previous version only had 24 scripts and 384k of memory, go figure. Sadly in the latest version, the creator went crazy with bells and whistles, only one of which I really like or want and since the item is no modify, I can't even remove the scripts I don't need. Anyway I digress, no I can't say I really think about it, but I don't seem to be doing too badly anyway.
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