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Aglaia

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  1. Been reading that SL is dying since i subscribed in 2010. No, SL is not dying and all of us will be dead before SL.
  2. Replying about the few comments i've seen in this topic about Blueberry migrating to Roblox. The fact that Blueberry is focusing much more on Roblox instead of SL right now should not drive to the conclusion that Roblox is a better source of profits for sellers in an absolute way. From my observations, Blueberry had started to decline years ago. Their golden age of owning the biggest market parts on SL clothes market was behind them, with several other big stores producing top quality (and better quality in my point of view) and more diversity, and also making much more efforts on communication, branding and social networking. In comparison, Blueberry already looked a bit "old". Just having a look at their store: a big impersonal mall, very cold, giant walls with thousands of vendors on the walls. Really not appealing compare to many other big brands. So yes, probably Blueberry incomes in SL had started to fall down, i think, so it was a better solution for them to look for other sources of incomes. Probably easier than to totally rethink their way of selling in SL. That doesn't mean that Roblox is THE solution for every seller, far from it. As an additional note: from a creator point of view, i doubt that making clothes for blocky Roblox avatars is more fun and more interesting than making clothes for highly detailled SL avatars, by far... must be quite boring but that's just my opinion.
  3. @Cinnamon Mistwood when you see a very decent looking piece of furniture that is just a couple of LI for example, that means the creator has paid a lot of attention in modeling it in different levels of details. And I think it is the case in the majority of stores nowadays.
  4. That's your feeling but it's not mine. The content in SL is usually highly optimized. Because if it is not, that results in a high LI for rezable objects and a high complexity for attachments, which makes customers run away.
  5. @WeFlossDaily i know some content creators who are hobbyists and don't build for profits but still switched to PBR, because it is more fun to them and they find the result more beautiful. It is not just about money. It is about the pleasure to create and innovate, too.
  6. No store is closing right now, at least not more nor less than usual since SL exists.
  7. Second Life is entirely built by content creators since day 1. I don't see why it would be suddenly their fault if some people suddenly start to leave SL. Sellers sell what people want to buy, otherwise they would make no profit. If 90% of the users are happy with new modern stuff, it is understandable that the content creators are not going to stick with old school content just for the 10% remaining.
  8. @Eirynne Sieyes I was replying to the title of the topic
  9. PBR is a big improvement, but like any innovation, it requires to get used to it and change our habits a little bit. Right now there is almost no content at all made with PBR, so the SL users might not see any improvement. But wait a few months and years, when all SL will be populated of PBR stuff, everything will look more realistic. I've read in this thread that PBR is all about reflectiveness and metal ? Not at all. All kinds of materials reach an upper level of realism with PBR: leather, plastic, wood, glass, stone, paper, ceramic, fiber, really everything. They look better because they look more realistic, and they look more realistic because because they get affected by the lighting in a much more natural way than they were with the legacy Blinn-Phong textures. Another improvement that comes with this update is the use of Reflecion Probes. With them, you can make some much more realistic areas like caves and caverns, or even just some simple bedroom. See this photo for example, bright outside (kind of end of afternoon) and dark inside: PBR materials are also actually EASIER to make for creators. In the legacy Blinn-Phong method, you had to bake your diffuse texture. Depending on the lighting you used to bake your texture, it could produce very different results, and you got some objects that can look very good or very bad in SL, depending on the lighting that is used in the place where this object is rezzed. With PBR, there is no problem anymore. You produce your materials and the result is not affected by the lighting that you used in your 3D software. All that said, i think that Linden should really give more documentation about how to use PBR. They made some videos and a wiki page, but it is for builders, not really for the end-users. However there are some important things to know to get a real profit of PBR stuff. Especially : it is very important to understand what is a reflection probe and how to use it if you buy some PBR stuff and rez it in your home. I encourage everybody to have a look at this this video. I'm not the author of it but i will give this link to my customers to help them. It is beginer-friendly and it explains how to setup a probe in your home. I don't think that Firestorm or SL viewer should give the option to switch to PBR / Not PBR. This kind of thing slows down the adoption. Technologies are improving all the time, we have to accept it and stay in the train. Staying in our comfort zone may be cool and relaxing, but that's now how a platform like SL can keep improving.
  10. Cascadeur Software uses AI for a feature that they call "auto-posing". For example, if you raise the arm of the model, the whole body will move accordingly to make it in a natural average pose with the arm risen.
  11. For an attachment, i think the most efficient way is to add a DEMO sign mesh, rigged to the head. And make the object not modifiable, of course. It doesn't add much work: once the DEMO sign is done, just link it to all your demo objects.
  12. @iiPrologz This is NOT allowed to import animations from other games 😡. Import animations that YOU create yourself.
  13. @iiPrologz It seens that your animation is just empty. In Blender, look at the dopesheet or the timeline and make sur that it contains some keyframes.
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