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nachtai

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Posts posted by nachtai

  1. Hello Everyone,

    I am still on my journey in learning the best practices for meshing in Secondlife. While browsing through the forums I see a lot of people complaining about the overuse of 1024 x 1024 sized textures. I can understand this as this is a large size image to have to generate and if everything is at 1k size, then this makes a heavy object/clothing. My question is, when would you suggest using 1k uv sizes over say a 512 or smaller?

    Thank you for any answers.

  2. On 11/6/2019 at 6:51 PM, Chic Aeon said:

    The BETA grid is your friend as uploads are free (well they give you faux money and you pay with that). I think you need to send in a support ticket in order to be able to get to Aditi (name of grid) now.   I have been going for a decade.

     Thank you so much for this response @Chic Aeon. I have opened a ticket with Support to get into Aditi. Also, I understand about male clothes, they always seem to be scarce when it comes to actually menswear and not just streetwear.

    @ChinRey Ah! That's something I didn't get about how mesh bodies worked. So mesh bodies don't replace the standard body, they just cover it up. That makes total sense. And I have seen that a lot of the brands have an application for the mesh bodies, so I don't really plan to be working on clothes until I build a pretty good Second Life portfolio. The content I made for the  game I previously created for (The Sims) probably wouldn't be a sufficient portfolio.

    I am really excited to learn more, and I am immersing myself in the forum to learn from others' postings!

  3. 1 hour ago, ChinRey said:

    I'm not going to preach in this thread so I leave it to you to decide whether you care or not but Linden Lab has finally started to take notice. The overload problem has become so serious one of their engineers actually compared it to a DDOS attack. So they're woeking on a brand new load accounting system now. How far they are going to go is anybody's guess - I don't think they've even decided themselves yet - but there will be at least a little bit of load control in SL soon so this may not be the best time to start uploading lots of too-high-poly-for-games meshes here.

    First of all, thank you so much for responding! I will take all of that into consideration and look into the Havok engine because I had no idea that second life had a specific engine it runs on! I definitely don't want to upload any server breaking meshes and I am quite used to having a poly limit so I understand completely. 

    Also, I would eventually like to do wearable (clothes and accessories), and I am good at using Marvelous Designer, and I know how to retopo and make normal maps, and all of that. 

  4. Hello!
     

    I am a first time second life user looking to expand my creating to something less limiting. I previously have created for other games extensively for years and I consider myself to be more of an intermediate mesher (I am skilled in using blender to mesh, sculpting in zbrush, and texturing in both photoshop and substance painter). The reason I am moving away from these other games are because these games are so stifling with their poly limits and I would like to stretch my creative abilities.

    I know that Second Life creators are pretty hush-hush with their secrets on creating but I am hoping that one of you (or more) will be generous with tips and tricks. I guess I am looking for a starting place? Is there something I should be learning to do that is specific to second life?

    Any tips or tricks would be greatly appreciated.

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