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Everything posted by MIstahMoose
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I'll only say one thing The average "next gen" game character model (clothes and all) sits around 10,000 tris.
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Rental payment in usd instead of L$? Allowed?
MIstahMoose replied to hotlips4you's topic in General Discussion
It also enables companies to make more by skipping linden labs processing. No transaction fees and no worrying about the daily flux of how much the lindens you're being paid with are worth. Instead just set USD payments -
If you're using avastar there is a layer called skirt. Just go to the top right and click the + next to avastar to expand it and click the eye next to the skirt layer to inhide it
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Blender, how do I add shadows to pre-textured linked creations
MIstahMoose replied to LouiseDeBlois's topic in Mesh
export the textures on the objects, then bake AO for the objects. Export the new baked textures as well Take both of the already made textures and the AO textures into a photo program and combine the AO ontop with its layer set to multiply -
If you really want to make some extra cash (unless its just SL "cash" because 100-800 linden a week is like..3 bucks) You'd be better off working a part time job from your posted "5 or 9 Pm" to "10-11:30pm" Just one day a week closing someones store will get you a couple thousand linden. But as I said unless its just for fun and not really caring about making actual cash.
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Looking for Rigged Default Avatars Weighted Exactly As They Are In SL
MIstahMoose replied to Cathy Foil's topic in Mesh
How would you be able to identify if its weighted correctly? The weighting job of the SL avatars isn't the best, mostly due to its terrible topology. -
A Letter To LL About Builders
MIstahMoose replied to Bash Quandry's topic in Building and Texturing Forum
Mostly been doing custom work as of yet, Let me throw together a portfolio real fast. A lot of it is locked behind NDA's but heres some that aren't :http://imgur.com/a/X1bGg#0 I love texture work All the textures you see there are are pretty old now, I can throw up some newer and nicer ones if you want. They were just already on my imgur account And then I am starting up both a clothing store and a Medieval store ^.^ But hey! I am always happy to have people watching me, whether they want me to succeed or not Makes me work harder. ETA: SL can't have too many good builders? Thats pretty negative. A reason why you don't see most names is because when someone asks for a design and pays $400+ For it they don't want the builders name on it. They want THEIR name on it Some of us are pretty stealthy dawg, We ninja the big jobs and don't tell anyone which shops we're supporting from behind the scenes. -
A Letter To LL About Builders
MIstahMoose replied to Bash Quandry's topic in Building and Texturing Forum
Theres a billion places for sale, and you do not need a full sim to host your goods. Set up what is appropriate and you won't be paying $300 for a sim. Upsize and downsize as needed? Still not seeing a problem, if you need to have a full sim for a store that isn't selling enough to host having that size of a store you need to reconsider what you're doing. ETA: There is also a variety of scripts to rez and derez your objects on display as they cycle through so not having primcount wont be much of an issue either. -
A Letter To LL About Builders
MIstahMoose replied to Bash Quandry's topic in Building and Texturing Forum
Guys..theres sandboxes for a reason.. -
A Letter To LL About Builders
MIstahMoose replied to Bash Quandry's topic in Building and Texturing Forum
I have just entered secondlife, yet I make enough per month through SL to pay for a sim monthly. I choose not to because I have no ineterest in a sim-yet-. If you are building or creating for profit, you might be in the wrong categories or lack marketing. Currently working on an indie game within secondlife, but am far from release. Have the money to back it up and rent the land when I need to, again I do not see this needing to be changed imo This seems a fault of your own and not something to ask linden labs for a handout with. -
But a good question is, what about mesh? The appliers do not cover the mesh sizes do they? I do not see my buying boobs for my avi unless I get the mesh dimensions
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No, there's plenty who hate Lola's and there's plenty who love them. Offer both so your market size is larger, I don't know dimensions or how to rig for Lola's epersonally, but I'm sure someone around here does
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No worries, keep us updated I am always rooting for people to learn. Just be ready, people yell at me a lot because I am too harsh. I critique without emotion involved, I do not care how nice you are Though when not critiquing I consider myself to be a nice person? lol anyhow, Keep us updated and we'll all have suggestions I am sure
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@Drongle Glossiness is SL's way of making a specular map, it slowly turns from pure black to grey to white and thus gains that reflection so at 0 (No spec) its still no normal..as far as I see it lol And I have to agree with Chic, Have fun. Learning about itis fun and making it is fun. If you are inspired to do it you will find a way to enjoy it
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Mesh clothing and multiple alpha layers
MIstahMoose replied to Jazleen Raynier's topic in Your Avatar
Strange, Right click -> Add isn't working for you? I wouldn't know what to do besides that... -
I wouldn't look for making something as fast as possible as the route to learning how to make mesh. You need to take in the knowledge and really understand what you're doing, because if not you'll end up making crap and then not knowing how to fix it because you never learned it in the first place. Take it slow, ask a lot of questions, and join blenderartist.org (or just browse it) for help on your questions/answers already posted. You're also missing a couple steps in your learning process if you're making game models (Which is what everyone in SL SHOULD be making) 1) Get a simple baseball cap made. 3) Learn how to UV unwrap 3) Learn how to make textures for the cap 4) Learn how to make LODs for the cap 5) Learn about 'normals' (a way of making the finished mesh appear more complex than it actually is) (the way the polygons of the mesh are facing, as to not let it appear transparent in-world..Polygons are one sided) 5) Upload to SL THEN... 6) learn about normal mapping/Specular mapping (Both deal with lighting and you can not have normal maps without specular, but you can have specular without normal maps. Normal maps are how the object interprets light and specular is how that light reflects, hence if you have no reflection you have no interpretation) 7) what makes a good, efficient model? Learn how your textures and poly count impact performance. Since you're going towards avatar creation 8) learn how topology effects a model, why tris are terrible when it comes to rigging and animation. 9) learn how to rig (Goes together with 10, because you will realize this quickly) 10) how to avoid pinching and stretching in the limbs of your model (A good reference :http://wiki.polycount.com/LimbTopology?action=AttachFile&do=get&target=BenMathis_limb_deformations.gif) I feel annoying making everything in a list, remember you will also need to learn a lot of anatomy and sculpting techniques. Along with how to bake maps from high poly models to low retopologized models. You have a long road ahead, just take it slow and LEARN it don't take shortcuts, because quality work comes from those who don't make huge inefficiencies by wanting to do something fast vs quality. ETA: Top notch resource http://wiki.polycount.com/ http://www.anatomy4sculptors.com/anatomy.php ETA ETA: Also blender 2.7 is out, I recommend grabbing that..the bevel is very nice now
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If you're looking for actual lindens its probably not going to be anywhere to be found with RP. People pay certain roles to RP because apparently they're important enough for the immersion and no one wants to do them You get enjoyment out of RP and would willingly do it for free, actually you are doing it for free by rping that age already. Why should someone pay you for it if you're doing it for free Econ 1301 guys...
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Google UV unwrapping tutorials. Its easiest to unwrap quads, I believe MD gives tris so you might consider retopoing the model as well. Quads also rig much much better. What's helpful about making things in MD is that you can see the natural seams of the clothing since that's how its formed. Once made into quads you can almost use these as an exact reference to get a nice even unwrap of your object.
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Already subbed!! So worth it. This project is going to give phenomenal improvements to blender if it reaches its goal. I'm so excited to see where it goes.
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@Chic AO bakes do not even need a light source, they are done by sampling nearby geometry @ sassy Wouldn't be that sassy, that would result in a bunch of ugly triangles from baking the same coordinates twice (Not shooting anyones stuff down, just wanting to clarify things. Knowing about the turning solidify off is VERY useful. But also knowing you don't need to set any lights up for the AO map but DO need to set them up for the shadow map is also very useful)
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You need to create physics for your mesh, http://wiki.secondlife.com/wiki/Making_Mesh_Physics
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I have never noticed it until now O_O
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Since when did system clothing start to move and such in the wind o_O?