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LuxRugani

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  1. LuxRugani

    Why Mesh?

    Everyone picks up on tools differently. Yes, Blender has a complicated interface, that is a broad statement being made but once you tackle that hurdle you can produce amazing things, so I see. I dont like it so I dont use it. I use Maya which is for most other people a pain to work with. Sculptris was recommended from the creators of ZBrush, yes go ahead and try this one out, it is nice or grab the big brother ZBrush you can do amazing things with it too for mesh creations (In combination with Marvelous Designer for example), but yet again it has one of the most complicated interfaces and it takes around 2 weeks to get accustomed too and you know how to work with it. Making mesh is all about being comfortable with the tools you have. Maybe none of those is yours. Try Modo after that or 3DS Max, 3D Coat, whatever, all of these produce mesh, can sculpt it, are available for free with a student license to learn (some of them). Grab a trial and see. As far as the lag goes, its not only the mesh vs sculpt. I have a 3000$ machine here and I still lag like hell regarding rez time and moving around/crossing sims. Connection also plays a big roll. Health of the region, script time and what not. The direction to go at least in my opinion, why mesh? Because flexi prims and sculpties are a thing offthe past. Now we arrived at Bento not that long ago which has nice animations in it, very high quality texture wise and the script load in it is amazing. Can you reach it with the old stuff? I doubt it but maybe I am wrong here and I havent met the flexi/sculpt wizards yet.
  2. I clearly need a bigger desk and I hated building that computer... Intel i7 7700k (4.2GHz) GSkill 32GB Ram TridentZ Asus GTX 1070 8GB OC Dual Asus Strix ROG Z270G Corsair H110i Water Cooling Corsair Keyboard (I regret going for the version without Numpad) Corsair Crystal 460X RGB Case Sandisk 240 GB SSD Seagate 2x 2TB HDDs 2x 23" LG Screens. As long as they have IPS I was fine with them. Win 10 64 Bit Always games on one screen and either Serato or the internet on another. Having a hard time to fit my Controller on that desk, most of the time I end up moving my keyboard to the printer.
  3. I know its not ultra recent but some Maya User may find it helpful. The fbx_dae exporter from Maya has a certain setting regarding the size, which is left on automatic mode. When you build something in Maya, the standard size which is used is centimeters. They can be found under "Window -> Settings/Preferences -> Preferences -> Settings" and there you can change the output of the units used to build with.The non interactive creation polygons have a size of 1x1x1 centimeters while the ones in SL are on 50x50x50 cm. To avoid size differences without doing "huge" calculations while you export your creation, just do not automatically be that convenient to leave settings as they are. When you export your fbx_dae file to create a COLLADA one, under the advanced tab, there is a sector called "Units". Uncheck the Automatic one so it is turned off and set it to its equivavalent Centimeters. This should avoid that you have to resize anything inside of Second Life, so you also know for a fact your Prims and Land Impact before you upload something.
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