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MIstahMoose

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Everything posted by MIstahMoose

  1. I would rethink your market plan entirely. From an economics standpoint, what you are selling right now is a public good. Anyone can download a template and make exactly what you have for sale, and rather quickly too. Why would they want to pay for it? Thats just it.. you're not getting sales.. because people have no need to buy something they can download and do themselves rather quickly. All I see on your market is the same exact thing, just slight variations. This won't catch the attention of anyone, and won't hold it for long either. Templates for default clothing are not in style, and are going to be hard to make popular even if you spend eight hours a day advertising them. If anyone needed to work in default clothing they could download the template off the wiki. What makes them want to pay you for it ? Do you have any extremely valuable difference in what you're providing? Even your price states that you do not think these are worth very much. ETA: Your profile isn't filled out, so when people search you up to see whom they're buying from. They get nothing, a ghost looking avatar. No active content which makes them not want to spend their money on someone who might not even exist anymore.
  2. Asking how to make art is never a good way to start as a "designer" There is not much you can say, you just have to see it. Look at the clothing and say "what would make this better" You can try using websites such as :http://colorschemedesigner.com/ And then use those colors in different patterns and layouts to create something unique. It really comes down to what can you think of that interests people
  3. Electric Acoustic wrote: Yeah, I'm sure ALL of the great content creators of SL paid that much for their expensive software licenses too. Pfft! There is plenty of freeware that will allow you to create the same quality without needing a license.
  4. Take a deep breath. Calm down. Learning all of this isn't something that you do overnight. Most users use Avastar , which allows you to easily add an avatar to your scene and begin editing and working with it. It also features rigging tools specifically for secondlife. Unfortunately it is not free, the other option is to download the avi - > http://static-secondlife-com.s3.amazonaws.com/downloads/avatar/avatar_mesh.zip The free method might require you to learn how to set up a rig and figure out how to export properly. I believe avastar really does simplify it for you, so that you only tear your hair out a little bit.. not go bald ;P
  5. Why not just enable the feature that lets you see where everyones camera is? Save some $$
  6. Densel Soulstar wrote: Well, firstly, my creations are all 100% from scratch, so there's absolutely no reason to talk about copyrighting laws and policy. Software i use it my own responsibility. Second, I can't really be specific about my skills, cause I spent years of learning, and my knowledge range is wide. My Flickr page is http://www.flickr.com/photos/milan037/ I was freelance builder for last few years, doing some exclusive builds, so I'm not able to preview those. If someone is interested, please contact me, and i will send images of my recent mesh builds. Great flickr page if you're looking to be a photographer. lol wut, You know you're allowed to use exclusive builds in your portfolio? Unless you signed an NDA for some game company.. Also, there is HUGE reason to talk about laws if your "100% From scratch" creations are made on programs that you DO NOT HAVE THE LICENSE to sell c4d = 3,695.00 usd 3ds max = 3,675 usd (195/month renting w/ basic) maya = 3,675 usd (195/month renting w/ basic) mudbox = 795 usd photoshop = $10 usd/month Well damn. If I had $11,840 I wouldn't even be looking for a $40 a week job. Or maybe its because you spent so much you have to pay off those maxed out credit cards?
  7. I'd like to know your pipeline rather than what you CAN use. Also you're wanting to work for a 10k salary when you've spent thousands just buying a commercial license for those programs? Or you do not have a commercial license and are using a torrented and ilegal copy therefore making hiring you a huge risk for anyone's business because of you breaking all sorts of laws by selling. Also, no portfolio? What are we paying you for? How do we know you can produce the equivalent of 10k L worth of product in a week?
  8. Why have a blog if you do not post words? I prefer to read a critique or something interesting about what you have just posted. Unless of course it is meant to be a personal blog where you just post everything you post on flickr with whatever song you're listening to currently? It could be much improved by telling the reader Why you like it, what you might change and maybe even a rating. Otherwise its just a flickr post on a blog, and you're just wasting your time when you could just do it all on flickr
  9. MIstahMoose

    Stumped

    Whipped this up real fast. (And I did it a little wrong, the posts between the legs should be 1/2) Your object looks the same all around. I would recommend deleting 3/4ths of it and mirroring it across the axis. This way you have a lot less editing to do and a lot less texturing to do. It also helps to save texture space making your object far more efficient by using a much smaller texture for the same detail
  10. Mesh skirt = rigged Four butons = Unrigged Rigged linked to unrigged = problems Also the picture isnt on the website
  11. Export both your low poly and high poly as .fbx and then drag and drop them into the program. Right click the low poly and hit bake model information. Select normal map from mesh. Then click the "High definition mesh" under that menu and select your high poly mesh model. And a cage file if you have one as well. Jerc just added 8 new tutorial videos to the Allegorithmic channel(like almost literally yesterday). Check those out, Visual is better than my 6am groggy explanation http://www.youtube.com/channel/UC-toy9WMImypmLAiU9h_SzQ Also: Substance Designer Master Thread at polycount has a lot of useful information scrambled inside of it http://www.polycount.com/forum/showthread.php?t=129560 ETA I like baking in substance designer because I find it easier to handle than most other programs (cough -xnormal- cough) It also bakes with higher quality and precision than I've seen in a lot of programs as well, I think the Quixel programs and of course Xnormal are the only two that can compare. Though Quixel's ddo and ndo are really really laggy :\ And Xnormal's UI makes me cringe
  12. A lot of bots that invade land and stick around too long like to toss around ims begging for money (or so I've read). They run a script pretty.much and can do anything from greet,beg,grief. Lots of power in bots and there are a lot of "evil bots"
  13. If you drew the character sure, toss me an IM. If its from a game,comic,movie etc it is copyrighted and I won't touch it
  14. Have you applied rotation and scale? Ctrl+a for blender
  15. Astrid Kaufmat wrote: indeed shadermap2 is really great program for normal maps It also allows you to do some usage of it even in not licensed version. another program you may use is free and is x-normals (it's a program used for game engine so it's studied and made specifically for that purpose) The top would be Zbrush (compared to other programs the way it makes displacement would make your pc work less so it's really good on old machines). Mudbox from autodesk also makes easy normalmaps ndo2 if you have photoshop is a good tool too especially combined with xnormals,tho it's not free. Blender did many steps forward compared to the first versions I tried, but it's still a not mature program that would make you feel the lack of things once that you've got the taste of better prorams. All another world no words to describe the difference. I do not believe this problem occurs due to what program he is baking with. I'll have to disagree with your statement about Zbrush. It really isn't that great of a normal map baking program, especially when you need to bake high to low. Yes it is easy on your computer with how it renders polygons, no it is probably not going to get you the best results. You'll notice that most professionals don't actually bake in the programs they model in, because most of those programs are focusing on the modeling more than the baking (I don't know why they don't do both) Mudbox, like Zbrush is more focused on modeling, it can produce nice normals but isn't optimal. Blender does an okay job, benefits that you can bake normals from textures (though this is features in most programs anyway). Another Pro is that it is easier to import a high and low poly to work with and line up to bake high-low normals. Zbrush fails this and mudbox fails this as well (Fails as in you cannot bake a high to low map in zbrush nor mudbox (unless they added it into mudbox recently or I was unaware.) ) I have no experience with shadermap2 I do recommend ndo2, Great program. AMAZING post editing I do recommend Xnormal, amazing normal bakes and was the industry standard for awhile until Ndo2 and substance designer hit the world. Now no one knows which is the more preferred.
  16. Might even just read through this thread here: http://www.polycount.com/forum/showthread.php?t=81154 Tons and TONS of information on normal maps. I just remembered it today when I woke up I think I'll take a gander at it and refresh my normal map knowledge before my next project ETA: Also it could be beneficial to look into a post-normal map program such as NDO http://quixel.se/ndo/ Thus you can bake, and proceed to fix and add as much as you'd like post-normal bake. Albeit it is a pretty penny to obtain, very valuable if you make a lot of normal maps. time is money and money is time
  17. It might be worth posting this to blenderartist.org so you don't have to laboriously go through that process again. I personally do not know enough about normals to suggest what I am thinking without sounding...silly. So I recommend asking people much more familiar with blender and its normals...And of course posting back here if you do find out!
  18. This is called stealing, especially if you plan to make money off of djing with it. You need to be looking for DRM music online rather than stealing it off of youtube.
  19. Try adding some seams into the crotch area if you want to unwrap both legs onto the UV, it will help spread apart the legs in the UV window. Another way to go about it is just to delete half the pants for now (will apply it when you rig) which gives you only one half to unwrap. Thus making it easier, and allows you to save a lot more texture space by using a 1024x512 map or what have you (Essentailly just a rectangle map rather than a square) Most pants are relatively mirrored, even in RL so I highly recommend this way of going about it as well.
  20. No I do not believe there is an LSL code for that. The only workaround I could see is having two objects inside each other with one using alpha blending and the other alpha masking. Then making them go completely transparent as you need to switch. Probably an inefficient way to do something though :\
  21. 10k is quite a bit. Its definitely taxable, any income is in america really. Though I think 30% tax is a bit easy going since all you sell is copyrighted items. Is that why you're so worried about the tax maybe?
  22. Not insulting you or your effort for the community. Just stating that it was a bit convoluted and could be improved to give users a better understanding.
  23. Chic Aeon wrote: I just wanted to make one comment -- well maybe two. I didn't watch your video; I know how to unwrap They WAY you unwrap something depends a LOT on how you plan to texture it. We learn over time and I doubt too many folks do it exactly the same way. I have never found any actual good use of the "T" cube unwrap for instance. I see mention over and over again about "wasting space" on your texture. Actually I don't see a whole lot of wasted space on your cap. Maybe each piece could have been a little larger but then it can be more difficult to texture if you are doing something complex. What folks seem to overlook is that you need to keep the SCALE OF YOUR MAP consistent with your model. YOU did that well on the hat. There is no ONE "correct way" that works for every purpose . Even though some folks apparently think there is *wink*. I am sure there will be many folks that appreciate the time you took to do this. Scale of your map to keep consistent with your model means you change your map from 1024x 512x etc. Wasting texture space is still forcing users to render pixels they do not see. It is still bad, Should there be a margin? Yes. But a margin is a set number for each size, 1024x = 8 px 512= 4 px etc etc. These aren't a set number, but you really don't need to exceed those for each size, because otherwise it just becomes a waste when you have a margin of 20 pixels on a 1024 I did not mean correct as in "this is the one and only way you can do something, period." It was meant to say "Show them the correct way to unwrap" Because there is a lot of information about UV unwrapping that he failed to mention... He mostly just pushed buttons until he got the result he wanted. He didn't mention how the other unwrap features actually functioned. I feel like if someone is to do a tutorial they should have a better understanding of what they are showing people. Which is surprising you can go on for so long with little information lol http://cgcookie.com/blender/2011/01/21/intro_uvmapping/ Perhaps watch this?
  24. Not sure what the video is aimed at, just general unwrapping use? Because The cube made me cringe a bit, you should explain that the only time you need an unwrap like that for a cube is if you plan to have a different texture on each face, usually stacking a cube ends up being the most useful way to utilize its unwrap. There is another layed out version of the cube which is seamless, unlike the T version..I do not remember where to find a tutorial for that version The cylinder was fine The sphere had extreme pinching and would actually not be very useable http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Realistic_Eyes_In_Blender Scroll down for the sphere unwrap. The hat unwrap could be much improved All of the above, a lot of wasted texure space which results in loss of quality (I understand this is a basic unwrap video, but you should show people how to do it correctly... not just do it. "Thats okay" isn't never better than "Thats correct") ETA the link
  25. I don't care about the quality or the spam that floods the marketplace due to templates and prefabs. I don't care that people are not getting their money in a timely fashion. The only things I care about when it comes to the marketplace is the copyright infringement that is blatanly plaguing the marketplace with ripped content from games, and the fact that scammers are running rampant. Both of those are incredibly terrible things to be having.
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