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NeevaBecketEmagan

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About NeevaBecketEmagan

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  1. From Inara Pey blog, if someone is wondering how it is going: Still a number of bugs to be resolved, and Vir is now working on these as well as the Animesh follow-on (below). These include, but are not limited to: Shadows are failing to render correctly. Issues with some alpha settings. Otherwise, most of the functionality is now believed to be in place. https://modemworld.me/2019/08/15/2019-sl-user-groups-33-2-content-creation-summary/
  2. *SMDH+ For those that want to know: yes, you can buy a region from another person with Lindens, is in the knowledge base, region transfer section (I was going to pay in Dollars anyway, the "wait I need to clean" answer just let me very upset, sorry).
  3. Well, i tried to buy, I was serious about buying it, if you don't want to answer simple questions, good luck selling. Next time don't answer the person with something like "oh yes it is just wait for me to remove my things" and go silent, instead of asking the question to start filling the transfer support tickets.
  4. Yes, this is what the pros at modeling does: less important takes less space. I do it a lot. Your avatar is nice, I saw it in the creators meeting. Not as a colored gummy like others (i put avatar rendering in very low complexity here).
  5. My alien. Still refining it. Split in 5 parts, because of the eyes, but probably will end with 3: body (using upper body slot), head, and eyes. In the pic of it in SL the hands are stiff because I was using AO from another avatar (was too lazy that day to make my own animations)
  6. Yep, it is what I'm doing, just the 3 system slots for body (head, upper, and lower), and the eyes, nothing more, and using a custom UV.
  7. If I would change body for a highly optimized one that will not lag like hell and don't try to kill my GPU with work of people that think SL is a rendering farm, of course I'll do! This is what I'm doing too, I'm studying human topology for a long time, to get the best result with less polygons possible (and because I work with game dev in RL). And not only body, clothes, hair, everything. A game character nowadays have between 15K to 40K, including clothes, hair, etc. Did you saw the amazing work in the last Lara Croft games? Her latest models don't have even half of the polygons SL models have (and I'm counting only the polygons in the first layer of SL mesh body, not the rest of the onion) I know I'll receive some eggs in the face for what I'll say now: Even with 100K polys a lot of models here looks like crap. I got once a male mesh body with 70K polys, and the elbow was bending like the arms of the old Disney animated movies, or, better, the game Cuphead, to have a good example. A crappy rubber arm with tons of polygons with loop cuts in the wrong places, while games can do an amazing elbow joint that bends like a proper elbow with much less polygons. And as Digit said, with things in the right places. I stopped to buy clothes because I was getting high polys things with crappy rigging. Looks like people is lazy and wants to produce a lot. Just make the cloth in Marvelous, add details in ZBrush, throw an auto rigging in a 3D software, send this high poly to SL putting all other LODs to 0, and done. Good thing I usually walk away from crowds and end seeing just a single triangle of your amazing high detailed leather jacket with realistic zipper. Yes, retopology, baking and proper texturing can take days depending of the model, and needs a lot of creativity - and knowledge too - to get a perfect result with less. I just hope creators start to spend more time doing the right thing one day. It will not kill your creativity, as I saw in another topic months ago, it will make you even more creative. Sometimes I walk around with wireframe rendering on, just to see how crazy the models are. And I just start saying to myself: "look, the triangles pattern from a mesh exported from Marvelous! Ewww!". Yes, I'm that crazy. The lag and the low FPS will only diminish when creators finally understand and accept that SL isn't a rendering software, it works like a game engine (because it is technically a game engine). Rendering of realistic things with perfect light, good textures, no "pointy corners" thanks to a massive 100K polys body can take from some seconds to several minutes, even with the newest Eevee render from Blender (that is real-time). Who did it in any 3D software knows it. A game engine needs to render everything in the camera view (and a bit off-view too) in a speed of 60 frames per second, to get a smooth result. Now try to compress a realistic render that take seconds into a single frame that is 60/1 of a second. My GPU starts to scream only by thinking about it (and is not a crappy one, btw). And I'll not even start talking about hairs. And yes, when BoM is released - and I hope they release it soon or I'll steal all LL donuts - , I'll release my "game ready" low mesh bodies too, humans, aliens, creatures, everything I do. My GPU will be glad. It's not the number of polygons that counts, is the knowledge. I prefer a low poly mesh body with a good work with the normal maps, proper rigging made in a proper topology, and a good work on texturing, instead of a 100K thing that will just cut my experience here, because I will need to put graphics low to not end with another fried GPU. The picture I put here is one of my studies in topology. I still have a lot of work and refinement to do on it. Hope it don't go more than 20K tris (not polys, tris) when finished. Actually it has 5192. My actual avatar is a little alien I did. And yes, I modeled the dragonborn clothes it wear from scratch, not just getting from the game. And, yes, I rip models from games, to see how they were done and learn with what was done, the tricks used to get a good optimization. PS: it applies to everything, not only bodies. Even to that gacha animesh little cat a friend got and discovered it was eating 150 prims of her land.
  8. I really totally forgot the "fine" neighbor in mainland. Homestead don't fit because sometimes my stores hit more than 20 avatars at same time and 5K prims isn't enough (and will be more when I finish my RP project). Most of my products are games and breedables, so people like to see them "live". I'll ask some of the land companies if they do renaming of the sim, because of the "impressive" factor. If not, I'll try to buy a sim from someone (that accept payment in Lindens, of course).
  9. I know, silly question, but it came to me while I was traveling mainland road: what is the best for a business, a private region with business name, or a mainland region, no matter it's name? Do the region name matters a lot or is the quality of the content offered that counts? I have now 1/4 of a private sim, but it is starting to be limited. I want to stay there with house and private "sandbox", but move stores to it's own region. Private region is a bit expensive for me now, so, I was thinking about trying to get a mainland region (yes, I'm premium). And since I'm creating wearable dragons, horses, and UFOs for people walk around, having an inviting road in the front of the land would be nice. Any suggestions on what to do?
  10. The switch I saw in the meeting before the last one. I hope they don't tip the toes in a too stinky bug in this final stretch.
  11. Any news? (RL made me lost the meeting again :/)
  12. Exactly what I did in my test in the video (the star trek dress). And probably I'll use it in some clothing, at least for the little alien. Being able to apply more than one layer of universal wearable will let users to change the color of the t-shirt just changing the color parameter while maintaining the logo. Less textures to upload. less faces to deal with in the mesh when rigging. And infinite possibilities. Of course it can be a mess if you use a mesh t-shirt that uses aux1 and a pant that uses the same aux1. But in my case, since I'm working on alien races bodies with the first clothes made by my own too, just define upper is aux1 and lower is aux2. I was playing with it, and was having a lot of fun with what I could do and my mistakes. Setting the face to bake channels is easy (I can say ridiculous easy). Just wear the mesh, set faces to bake channels, detach. Done. Send to you alt to wear and be happy. Work nicely as the system avatar in the old days. For someone that dropped the dream of conquering the work with a legion of aliens, er, creating custom non-human body mesh, just because don't want to go lagging around with onion bodies, the actual state of BoM is just the best thing that -almost- happened (pass donuts to make devs happy and make it happen).
  13. I did a simple video playing with my alien body. I was mostly doing a test on using the Aux channel in a mesh clothing piece, just to be able to add a badge to a dress. (The video has legends to explaing some parts). Just ignore the low quality textures, I made them very quickly only for tests. PS: I was without sound at creators meeting, lost what they said about BoM (but something say to me "next year, maybe")
  14. Preparing a batch of fresh and yummy donuts to give to devs, hopping they say "Yes, it's ready, releasing next week". Now I'm just playing a little more with it, because I didn't had much time before. I'll put a video later.
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