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MIstahMoose

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Everything posted by MIstahMoose

  1. 400L= $1.50 usd I usually charge $10 usd per estimated hour for a project. Would probably end up around 25,000L to comission someone who works like that to make the jacket. Just giving you a perspective, 400L isn't worth most people's time unless they have an interest in the project. So you'l be looking at a 15,000-35,000L comission job (low-high)
  2. There should not be an issue with having multiple materials rigged. Check over the verts in the pink area to make sure they are all assigned to have the correct weight group. If they have multiple groups this is usually fine, but on occassion you'll have a group assigned to that areas from a weird position on the object causing extreme cases of weirdness, Will have to unassign it from say the eye or something. ETA: When this happens the program interprets the weights and usually they are heavy enough not to have that strangely assigned weight show up at all. But then you are only moving X bone, once you move the other bone, eye for example. The weight shoots up trying to get to the eye as it moves
  3. Try using another viewer made for photos Just a quick google search brings me up one "Nirans" And it has a video that has some NICE graphic settings. I might even try it. Other than that if you're setting it to the highest it can go and not having any issues with lag it ends up not being the card but rather just the limits of your viewer. Note that a lot of SL photography also ends up being a lot of post-processing as well. (IE Taking a picture of an avatar with a pure white background, deleting the background and setting a different one into it, using dropshadow on the avatar to cast a shadow of it )
  4. Awesome. Thanks a lot I've been hearing a lot about Xnormal but I was stubborn and kept using just blender to bake my high to low poly maps. I will definitely take a look into Xnormal, I should really be expanding past my current scope. Cavity maps seem simple enough, and are true to their name ^.^ Just show you the cavities, which can really help more than AO i some cases. Thanks again~ I won't be working on this object anymore, but in future objects I will definitely be using Xnormal
  5. You can not export someone elses mesh. This is called stealing You'd have to get permission from the creator to use it, and doubtfully he/she will let you have the model to work with.
  6. I work in blender mostly, a bit of Zbrush. I don't believe blender does cavity maps? It does bake AO and I do have that in there, but not super apparent for this particular object.
  7. Bad way to do it man. Never state what your max is, now you'll only get land for 50% Of your sales lol
  8. I'd love to see some of your work Whenever it does work! ^.^
  9. Buying templates from unreputable stores goes with a big risk of beings scammed. That is the marketplace you see now-a-days :\ Try reporting it to linden labs. "Item is not as appears" Etc etc. Resident to resident dispute though, chances are they won't do anything.
  10. Alpha is just part of the normal texture. It has nothing to do with materials?
  11. I just thought I'd show off a project I recently completed and finally got onto the grid. Materials are such a powerful tool that aren't appreciated in secondlife! They bring LIFE to your creations, and you IGNORE THEM! How could you!? I think materials have been neglected far too much in this community! ETA: This is it without a texture, Materials are impressive ways of getting a lot more detail for a lot less cost than having a 1024x1024 diffuse trying to capture everything. I should grab a view of how it looks when materials are turned off... Anyhow, Such beauty with only 512x Diffuse 512x Spec 512x NRM I might reduce spec to a 256x, but spec/nrm work so closely together I lose a good bit of detail when I do. Debating. Have any work you've done with materials and wish to show off?
  12. The transfer weight probably transfered the wrong body part to that piece of the mesh. Will have to do unassign that weight from the arm and assign the correct ones.
  13. I'll just make a comment to the normal maps being useless since the other two took care of the rest. To add on, the only reason people see materials as useless in second life is because everything is made so inefficiently already that you aren't able to turn up your settings to see the beauty that is norm/spec maps! If everything was made at a proper game setting then you would be amazed at the effects normal maps can make!
  14. Usually a portfolio containing professional work will inspire higher pay from anyone seeking to employ you.
  15. I just reported inappropriate content and told them what was going down. And then proceeded to watch as more flooded in
  16. (I hope you plan to lower that poly count substantially before putting it inworld) I would recommend watching UV unwrapping tutorials. Your UVs are really squished right now and will make it a fuss to texture. I use PS to texture on my UV map while continually popping back into blender to reload the image. (If you save it as a .tiff you can open it in blender and photoshop and save in photoshop without having to do a save as) Alt+R while over the UV editor to quickly reload images and see how they are applied. I recommend studying the subject before attempting a texture> The shape of a diamond and its see through crystal gives it a variety of shades. Lots of white and clear but also lots of greys and blacks mixed in as triangular shapes. tl;dr Better Uvs = easier texturing. Practice makes perfect when it comes to texturing.
  17. Asking any content creator to make something for free usually doesn't get any results. Less chance if its more complex involving lots of texturing and rigging. Even more so if it has to deal with copyright.
  18. Would be best to contact a fish hunt admin about your problem
  19. Do you have any expeirence in rigging prior to fitted mesh? Why would you have a need to export the male mesh? You need to be a lot more detailed in the steps you took for anyone to help you. There is a variety of things you could have done wrong.
  20. Firestorm may not be prepared for the latest releas seeing as they still do not have materials it could be possible.
  21. I don't make hair but I think there Is huge potential for wet looking hair using materials in second life. Just throwing that out there in case some creators didn't know that materials are the best way to emulate wetness
  22. Did not mean to come off so harshly. My apologies and I really do hope you find work
  23. Unforuntately I am looking for more skills than dafont.com and google image search :\ Best of luck to you in your endeavors.
  24. Bhakta Thor wrote: I don't think you can use cycles for SL textures? Can you? Anything you can bake textures with allows you to use in secondlife.
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