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About Cerebrogasm

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  1. Hi All, I'm on a Mac and I was forced to unfriend someone but I'd like to read the transcripts of what was said - I know they are stored in the MacOS Library under Application Support - but is there any way I can locate that last conversation easily (without having to open each file)? Thanks for any advice! James
  2. Hi All, I have to create a new appearance to my primary avatar. I'd like to know your opinions on which face meets these criteria: 1) Male - about age 28 -36 2) Attractive enough for photo modeling - I know this is subjective - that's what I'd like - your opinion (name and company) 3) High Definition skin (often called HD or V3) that can handle close-up photography 4) Catwa Daniel Head structure on a Signature Gianni (latest versions of both) - minimal neck seams as possible as good head-body color Tone match 5) Mid-range tan (I can buy the Fatpacks) 6) Advice on best Hair (I'm dirty-blond in RL - I'd like some resemblance if possible) - company names you think produce the highest quality hair That's about it - any advice - greatly appreciated - building this avatar is exhausting ... haha Thanks! James
  3. Hi all, I have been striving to create a photo-realistic head and body skin for my avatar(s). I met a woman in-world that had achieved a non-sold, personalized, self-made skin - that is extremely close to natural human skin. She told me she used multiple purchased vendor skins and morphed them together - adding her own detailing - using Photoshop. She then took the resultant skin back into her in-computer library files and then used this new morphed skin to apply to her avatar. The results are truly amazing. My question is - how is this done? (I was disconnected from SL before I could ask her). She told me briefly that the skin files are located locally (as well as on SL) - in a special folder. From that folder she was able to copy, morph, and replace the original purchased skins. Have any of you tried anything remotely similar to this? I'm currently on a Mac and I have no idea how to approach this technique for my male avatars - any suggestions will be greatly appreciated (and credited if you wish)... Much Thanks - James
  4. I remember the previous sim avatar list would disappear after a minute or two - mine now stays on permanently unless I relog. Technically, LL must have some code that "scans" sims for av data and some of that must make it into that dialog box we have. If they changed the code for the scans - well - I'll try putting in a ticket - but I first wanted to make sure it wasn't my viewer... Thanks! James
  5. Hello, I noticed a new problem I did not have before with Firestorm Viewer: if I land on a sim and activate "Word/Nearby Avatars" the "People" dialog window opens and I can see whomever is on the sim by name. However - if I go to another sim - with new Avatar names on the new sim in that same window - I am also seeing the previous names intermixed. Is there any way to clear out the previously visited sim's Avatar name list - as the new sim's name list loads? Much Thanks for any tips, James cerebrogasm
  6. Cerebrogasm


    Thanks Rolig - BTW - do you have an opinion on my question that you can message me? This is getting really confusing for me - an expensive - I'm now talking to gay guys for their opinions on SL - I'm at cerebrogasm resident if you have time - greatly appreciated! - James
  7. Cerebrogasm


    Got it Rolig - "*" replaced Can't you ask Linden to add this function? It's so easy to program...
  8. Hi All, I'm building a new version of my avatar to be used in a video (not porn - haha - a drama) - he plays a love-interest in a scene from an actual HBO series. I'm attempting to find a very attractive male face + body where I can add a third party skin. I've used Catwa's Daniel (Bento) head for the base head - primarily due to the extensive collection of gestures (facial animations) Catwa offers. For the body, so far I am still using a Signature "Gianni." I have used various skins from companies like Birth, Nivaro, and Labyrinth. Hair is typically Stealthic, Argrace, Exile, etc. - highest resolution hair I can find for close-ups. I match the skin for the head with skin from the same vendor for the body. Eyes are typically Ikon's. I'd like your opinion - if you have seen an attractive male avatar - age appearance for this av should be about 26 - 34 that also has Bento technology - (his foe in the story is in his late 40's) as photo-realistic as possible skin - (for the closeups) - and who makes that skin? These are opinion requests - I know there is no "right" or "wrong" answer. Also - if you have an opinion on the avatar's underlying structure - outside of what I described - great! Much thanks!
  9. Cerebrogasm


    Got it Rolig - I'll post it there - sorry about that! - James - ok moved - I'll delete this here - maybe you can remove this here - I can't find the delete....
  10. Thank you all for your answers. I managed to create a reasonable cave system above the water line and within a floating mesh island on my sim. I realized that SL objects are one sided - I believe this is due to the ordering of vertexes to generate surface normals. To address this, instead of learning Blender (which I intend to do eventually), I basically "married" sculpted and textured mesh cave surfaces to each other, facing opposite directions, thereby giving each side of a mesh a surface normal and texture. I realize this is not a perfect solution. As far as entry into the cave system within the exterior island, I used an artistic teleport - an archway the user clicks on and will be transported to the cave entry. Of course I would prefer to have the cave system truly below the water line, with some form of walkway entry, which bars the water line from visibility as the user's avatar descends downward into the cave system. I don't believe this is possible - if it is - please drop me a line and I'll re-think the placement of the caves. Much appreciated! James
  11. Thank you Rolig and ChinRey (and of course everyone else above that contributed to this answer). Rolig: I am not sure how you actually created the hole in your photos. Did you use the external Blender mesh idea I proposed or was this done with current SL tools? Can you describe how you achieved this effect? ChinRey: I'm confused by your last statement regarding "invisiprims;" are they still an option available in SL construction in it's current (2018) release? Thanks! James
  12. How about this: if I built a polygonal square mesh surface, in external software such as Blender, and create a "hole" in this mesh (a boolean subtraction that results in what appears to be a hole but is really the software clipping with joining lines at the vertices where they meet an "inserted cylinder"). Normals would be added later to each polygon for texturing. Can I then import that square mesh with an apparent hole in it, into SL? If that's possible, would SL "see" the apparent hole and allow an avatar, for example, to walk through? The mesh surface could then be rotated to for a kind of open door to the cave structures purchased. Seams cold be masked by texturing. Is this similar to what a professional builder does to create doors, except by using rectangular intersection objects? I guess my question could be refined to - what are "best practices" in SL to create caves that didn't require a lot of time and expense to compensate CG tricks needed due to lack of certain tools I'm used to in other software? Thanks for your thoughts - and taking the time to write - I'll try anything that sounds feasible for me at my current understanding of SL building. James
  13. Cerebrogasm

    Terraforming Caves

    Hi all: I rent a homestead 256m x 256m (standard) and I'd like to install a network of mostly hidden caves and chambers in mountains and even from above to below sea level. I have the Fantik Cave system and a few other assembled cave models. However, I can't "insert" them in any seafloor raised island - I'm guessing there's an inpenetrable and invisible shape beneath the homestead's 4 elevation-sensitive texture maps. I also believe I can't "cut" a hole in the island-mountain to create an entrance. One designer told me to create a "U" shape island and seat the cave structure at the bottom of the U while surrounding the open, visible area with environmental props like trees and boulders. However, I was on a sim where there was an extensive cave system - that extended beneath the sea-level. When my avatar descends the stairs of that cave (which begins far above sea level), he does not intercept the sea plane - it's a very realistic effect. Also, camping below the water level, I can see the entire cave structure is seated within a molded (and textured) polygonal mesh - where are such meshes found? it appears as if we can't use the SL homestead sub-bottom mesh (which respond to the Raise command in the Build menu) to insert openings or contain structures like the caves. I may have this all wrong - it's what I have observed - any advice on how to accomplish this (caves in mountains and even the sub-sea level caves) - greatly appreciated! Thanks! James (Cerebrogasm)
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