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BiroIsHere

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Posts posted by BiroIsHere

  1. but cant say those cigs looks rly nice, its aslo looks like made for render visualisation than for game from 2003. Aslo i think 90 % of ppl wont zoom at it so much 

  2. On 5/4/2019 at 9:42 PM, ChinRey said:

    It definitely is. Take a look at this fairly typical SL birch:

    2145918762_Birchtest_001.thumb.jpg.427d47ea14794d9c778d7409a1d1477b.jpg

    It's a quickie, I'd have to tweak both textures and meshes a bit to finsh it but I'm not really into finishing bulds these days so I probably won't. I dare say it already looks just as good as the similar style trees that are for sale in SL today - it only has proper LoD and less lag - so it should be enough to prove my point.

    75 triangles, 88 vertices and two 512x512 textures. Alpha masked but still quite windlight resistant. Looking good at any view distance with any graphics settings. Stays at 1 LI even when scaled up to 16 m height , 2 LI even at ridiculous sizes.

    It's not even difficult if you're a skilled SL content creator and I think this is the quality the commercial SL plant makers should have delivered.

    Sad is that most customers cares only how stuffs looks. They dont care about polys and textures and lags at all. 

    • Like 1
  3. 29 minutes ago, Da5id Weatherwax said:

    I think you misread. ngons were never involved. in my post n was the models material count, not the number of sides of a poly, which the uploader *should* convert to independently texturable "faces" without trouble so long as 1<=n<=8 - but very rarely this glitches out and cross-links them so that you texture one and it nails some aspects of another - when that happens there seems to be nothing wrong with the model in Blender, so can;t find anything to "fix" to make the problem go away apart from trashing it and starting over.

    Right, i did. Well idk then

  4. On 4/7/2019 at 2:40 PM, Da5id Weatherwax said:

    I've seen this on some meshes I've uploaded, where the model in blender has N materials, it uploads as having N faces but when you try and select them and texture them individually some of them appear to be weirdly crosslinked. It's happened rarely enough to me that I havent been able to reproduce the error reliably - or I'd have posted something about it somewhere by now, possibly even filed a JIRA if it looked like an import bug - but when it does it has proved impossible to fix apart from completely trashing it, going back to blender and recreating from scratch.

    Yeah Ngons can cause mass of glitches. 

     

    maybe try use triangulate modifier in blender? Or try find in edit mode if is there some face what have more than 4 verts. 

  5. 13 minutes ago, Chic Aeon said:

    So you have a closed and empty Marketplace store and a completely (just a blank white photo even) profile and you are wondering why the mesh body builders don't respond?   

    It is difficult to get those kits. You need to show the person that makes the body that you have some skills and are RELIABLE. 

    Maybe make some jewelry where you can fit the items to the avatar and don't need a kit OR some applier clothing as most of those kits are readily available. 

    Yeah thats exacly what i did mean. Making topics at forum how to bypass or even copybot feets wont help u in that. 

  6. Better use Materialize 

    Its free, better and faster. 

    On 2/7/2019 at 7:24 PM, Chic Aeon said:

    You might look at ShaderMap4 (also a pro version which I have) which is free and let's you easily tone down the maps to your need.  It should be noted that both normal and specular maps are DEPENDENT on Windlight (R) settings  -- which of course the creator has no control over once the item has left their hands.  For that reason I seldom use those maps in SL. They work much better in Sansar. 

     

    So it is likely that the ugly look is in PART the Windlight setting you are using. It could also be the dpi of your original image along with its size. You may be better off to make a LARGE map and then resize and perhaps sharpen in GIMP.  I have never used GIMP so really can't say.

    Good luck.

     

    Normal maps looks smillar at every windlight, point is in specular maps. I realized Diffuse Glossynes maps made like for Unity4 (shines only at alpha background) works way better for SL and at any windlight than most of traditional Specular maps. Ofc its need to be made right way + settings inworld at specular need be set right too.  

    I wish LL will add intensity slider for normal maps ;c

     

     

  7. 1 hour ago, woroschilow said:

    I didn't "copybot" them! :)
    A friend gave them to me.

    The problem is, the developers don't respond to me.

    Regards

     

    Maybe make more basic stuffs for shop, make a social media, be active there. 

    So friend did break ToS of rules of developer kit too but seems there is no way to have borken feets inside developer kit... 

  8. On 2/22/2019 at 8:41 PM, woroschilow said:

    Hello,

    I want to create feet accessories for the Maitreya, Slink and Belleza feet.
    Problem is, that the toes are united in the blend file but seperated in SL InGame.

    I would like to export the feet of the Maitreya, Slink and Belleza bodies from the game to get the right meshes for positioning but it's not possible.

    Anyone who knows how to deal with this situation?

    Regards

    feet-issue-blender.jpg

    feet-issue-sl-ingame.jpg

    Dude... u just wanna break ToS? Its illegal... apply for mesh developer kits like everybody do. 

    With viewer u would use for export huh? Copybot? lol :D  u even showed screen u actually did it and have it in blender wo mesh devkit? ;D thats funny. 

    Its not hard to fill app rly. 

     

  9. On 3/26/2019 at 10:13 AM, Kyrah Abattoir said:

    I don't have a real solution to give you because I think importing a rigged mesh in MD is probably a completely different workflow from importing them in SL.

    My advice would be to import a static mesh in MD instead.

    yeah i think that too, change pose to that what u wanna in MD and then place it there. Rig it after u make it in blender. 

  10. On 3/13/2019 at 3:49 AM, Nextio said:

    Blender's documents are usually outdated and explained very poorly.  It also doesn't teach you how to be proficient, which is your original gripe in the first place.  It just teaches the basics on how to use the tool.  It's not going to teach you how to be better.

    Not true.

    Back to topic. I think ppl just wanna see effects instantly. Learning basics is rly long and borning process. 

  11. true is - trees in sl cause HUGE lags lol. I bet its cuz alot textures and complexity there + alot alpha channel usage there. I bet it aslo possible to retopology it so it would use less trins. 

  12. For blender - start from navigation touts for blender 2.80 (cuz it will replace 2.79 soon and its tottaly diffrent) then ALOT modeling touts (aslo pls remember many of them are about making models for visualisations and render only, most of them wont work correct or at least wont be optimized for any game) then learn about UV Unwarping, Materials, baking and texturing. Everything is at youtube. 

  13. Like was said above, u have huge topology errors in model. Those odd shadows are caused by trinagle surfaces https://gyazo.com/5aa655dcc9edd376bfd4e0e732992f1c right here, inside squerish faces. U dont rly need those tris there. U shall remake model or merge verts to get proper quads there and aslo remove unneesary edges so every face will be quad (4 verts). If u making something from quads pls stick with it, otherwise it can cause many glitches and errors. For example when u mix tris with quads in blender it can cause rly odd gliches when subdivide ( but not everytime ). I aslo had problems when i tried upload mixed quad and tris model to secondlife.

     I see other wrong topology practises inside your model. At first pic and at others maybe but its hard to see, you did used a NGON, what means u made one face from more than 4 verts what u shall avoid even more than mixing tris with quads. https://gyazo.com/fa3c984f3c5d11659f135e94488a35fe

     

    Those stuffs usually causes glitches like that. Sometimes it can be aslo normasl what shall be flipped. 

     

    If u have any questions feel free to PM me anytime. 

     

    PS

    About UV - https://gyazo.com/1cea237be4dfbe55d8653683f70c39d9 

    Details so small at 1024x1024 map will loose any details and wont look ok. Always mark seams manualy then unwarp, its not easy at begin but with practise u will slowly understand it, its like cutting paper model to make it flat. After all u can optimize your UV space by scaling up small elements like that, especially when they are spearate island. 

     

     

     

  14. 3 hours ago, karenleighkalliope said:

    Thank you! I didn't find a sacred heart there, but I did find other great tattoos!

    Yvw ;]  img glad nobody attack me for my advise again and somebody is happy.  Ppl here are so mean like thye must so suffer inside i bet.  

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