Jump to content

Salt Peppermint

Resident
  • Posts

    151
  • Joined

  • Last visited

Posts posted by Salt Peppermint

  1. always on. I also feel that many think they need high or ultra settings to have ALM on... you don't. You can absolutely stay on mid graphic settings and enabled AML for a much nicer experience without stressing your computer. 

    Also shadows and AML are 2 different things. Shadows usually are much harder on the computer and will drop your FPS significantly . enabling AML but keeping shadows off usually will not make a great impact on your FPS but give a much nicer experience. 

    of course it will also depend on the items you look at. not every creator uses materials in their items , so in some cases there will be a huge difference in some not so.

    personally I love to enhance some of my clothes with optional holo shine materials, that can not be seen without AML for example. 

    • Like 1
    • Thanks 1
  2. 3 hours ago, Silent Mistwalker said:

     

    Have a problem with a no mod item and can't fix it? REDELIVER if you don't already have a copy in inventory.

    Issue with a modable item, can't fix it? REDELIVER.

     

    it would be so amazing if it would be that simple. 

    luckily we have all kind of content in SL, so people can find whatever they need or even make it themselves. the beauty of SL

    • Like 2
    • Confused 1
  3. 25 minutes ago, xDancingStarx said:

    I'm trying to come up with the last item that gave me a headache because it wasn't mod, but I cannot remember it. This is also interesting because I do not often check the "mod" filter on the marketplace. What I occasionally do is unlink certain parts of a mesh, or at least assign a transparent texture to the face so that it's not visible. Not being able to do such only because the creator is afraid of potential additional support questions would just feel terrible, where they could just state something like "no support for modded items" or whatever. In the end, according to my experience, luckily the majority of creators doesn't see it your way.

    it might very well depend on the item and also on the amount you are selling. I am not afraid of "potential additional support questions" , I know exactly what I will get. In some rare cases I still add parts that can be modded for optional personal logo customization and such, and just for that, the amount of questions and explanations is orbiting. Of course it will differ from creator to creator, hence some absolutely do offer mod items and that's great! It's just some explanation why some don't want to offer it (anymore). 

  4. 16 hours ago, MelodicRain said:

    Because 95% of creators in SL thinks slapping on a no-mod on every single thing they sell gives them the superiority complex. ...

    this makes me incredibly sad to read. I can assure you that in fact SLcreators do now have any superiority complex but rather the opposite. most are quite shy and struggle with tons of insecurities and really try the best they can. the levels of that will certainly differ. 

    of course there are some bad apples, like everywhere in every world and every field, but those do not make 95% of creators. those are single cases.

    as for the no mod.. I can only speak from my personal experience and agree to the reason of making anything mod, not only triples the customer service time but raises it into orbit, leaving you completely drained and with no time to create anything else. if you have a smaller store and generally do not need much time for customer support, you can probably handle items being mod but even that will just very much depend on the person. 

    luckily there are things like full perm mesh that allows you to mod the heck out of it and rebuild and recreate as you wish. And there is always the option to invest time  (just like creators do) and learn to mesh and texture, to be able to create the exact item, size. colour and look you want.

    • Like 3
  5. 35 minutes ago, Coffee Pancake said:

    Take the numbers shown with a pinch of salt. There are lots of things that are not expensive to render, but the algorithm that calculates complexity aggressively punishes (and vice versa).

    The number is calculated by the viewer and then sent to all the nearby avatars, not all viewers calculate the numbers the same way, some make up entirely different numbers. So what's 5000 for you with your viewer, might be 2000 for someone else on a different one.

     

    We're supposed to be getting updated better numbers from LL with project ArcTan, but hasn't been any movement on it in years.

    (Will follow up at the next TPV and ask, thanks for the reminder)

    but at least it gives a pretty good direction and points to the very high render costs things when you wear a ring for example with a complecity of 80K alone... and all other numbers are below 10K, it will surely make you think 

    • Like 3
  6. if you go into your appearance tab and then open the "wearing tab" , it will show you the complexity of each item you are currently wearing. You'll see the the bom texture will count 0 , and dense mesh using too many ( and too big ) textures will add significantly to the complexity. With proper made items, inlcuding good jewlery, hair, body + clothes, it's not difficult to stay below 50K complexity. 

    • Like 1
  7. I use 2 layers for my fur as well, but for the rig, you need to skin a single layer first, the single layer should be very plain, no buttons, zipper or any accessory, just the base. Then adjust the weights until you are happy with the movements, then you bind your double layer final mesh and copy the weights from the single one. 

    for fur I also use a differnt material on the outer layer and set that to 30% transparent. depending on the fur texture, I use a slightly blurred one for the outer layer. this part is a bit trial and error and depends on personal preferences and base texture

    • Like 2
  8. I would suggest to keep the legs spread at a max of 3-4 degrees and export that avatar to MD. with that little angle, the weights still transfer nicely later and it allows for easier creation of pants. As for the rig, I do not use Blender but Maya, however I am sure there is something similar as locking vertices on one side and I usually select via UV's to get a hold of the correct vertices to adjust weights. the above posted video is also super for the "sticky thighs rig issue"

    • Like 2
  9. it can't fall completely naturally as we are somewhat bound to the weights of the body. The weights can be partially adjusted but it will be always a little compromise. If we make it fall very lose for bigger sizes, it will easily clip when you lower the breast size below 50. So to make it fit a wide range of boob size, you need something in the "middle". It doesn't have to be super tight as you showed in your example though. This is a compromize I was happy with for my sweaters https://gyazo.com/50a8960f9ca7c99afc714357f35ce0e4

    • Like 4
  10. from a creators perspective: because of an oversaturated market and a lot of things repeating themselves the customers became more sensitive to what to buy at what price overall. A while ago you could make a nice item and it would sell in a somewhat " stable" range. Now it has to be a specatacular item and it will sell awesome but if it's just "nice", sales quickly drop into the gutter. There is a much bigger rollercoaster in sales and it bcame much more difficult to keep a stable range there. The mass of sale events is for sure influencing customers buying behaviour and therefore also other mothly events. While instore sale events are super to promote your brand , too much of it will be very toxic and actually do the opposite to the brand. This is the part that I feel many creators are not realizing. They sell well at a sale event , and keep doing those more and more, losing the balance between normal prices and sale prices, so of course customers will just wait until the items will go on sale and not buy them for regular price this way. Which is totally understandable. In the long run, this creator will struggle more and more with growing frustration :/. Finding the balance there is certainly not easy but very crucial 

    • Like 1
  11. 3 hours ago, EmberSH said:

    Oh my gods that's actually the video I've been trying to work from 😂 You're my hero I'm having such a hard time finding anything for Maya you've been a lifesaver. 

    Actually while I've got you I have been having an issue making the texture paint thing you use actually run on LT 2020 - Any off the top of your head ideas? I accidentally flooded it all white and haven't been able to undo. I was SO close to messaging you on YT to ask for help but the video is so old now that I figured it would be rude

    I would need to know a bit more specific what your issue is there. is it only to get the colour ramp? that can be toggled in the tool settings when you weigpaint https://gyazo.com/7694abc6ad4cab7ac4f01a2d1d0fabcd you need to make sure "gradient" is checked or you will see the weights in black&white.

    there are differences in functionality of Maya LT and the regular of course but I would have to look those up in detail, so it could be that as well. From what I remember (but this was years ago) when I looked into the specifics , the LT version did not have everything I needed even for SL, so I went with the regular. And in case you don't know , since a bit now Maya offers an indie version for a yearly price about roughly 250 USD ( depending on the country ) , which is the complete full version

  12. On 2/17/2022 at 12:53 AM, EmberSH said:

    Thanks but I'm really looking for Maya. 

    I opened up the Kemono dev kit and I have no idea what I'm looking at, it's nothing like the tutorial I saw (which was I think Maitreya) 
    unknown.png

    this is just the joint size that needs to be set. it's differnt from kit to kit. go to diplay - animation - joint size and just lower the number in there. it's only a display setting and will not effect skinning at all. usually most kits work best with approx 0.02 - 0.5 joint size

×
×
  • Create New...