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FinnfinnLost

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Everything posted by FinnfinnLost

  1. I've seen Blender's voxel remesher work for simple shapes with acceptable tri count. Although for the time being, yes, manual's going to be better for real-time rendering environment. I'm well aware
  2. To elaborate, this is something very common in videogames in general. Some games offer LOD settings directly, some include it in the "model quality" settings, blending it together, but handling LOD is one of the biggest factors in performance. In fact, there exist a few games that allow the player to ONLY render lower LODs even at close range. Looks terrible, but that's how they can run on a potato. This is why content creators should never rely on "eh, low LODs won't be visible anyway". While lower LODs do not have to look good, the object and any states it might be in should be possible
  3. Weights looked fine, but with a topology like that (edge loops wrapping from belly to the bottom of one pant leg), there's just no way for a rig to properly deform the mesh. Thank you for the input though.
  4. Oh, I would never request or even accept payment for a failed project. Not trying to convince you here, but I wouldn't want anyone to consider me that kind of guy. I hope you get the rig you're looking for
  5. We figured it out. Unfortunately, zBrush's remesher produced topology entirely unsuitable for the mesh to deform properly in the crotch area with edge loops going all over the place. Manual retopology is required.
  6. If we need an isolated testing environment for stuff like that, someone may create "Benchmark Island". Although I'd like to throw in that we don't know whether the netcode influences the "effective FPS", as in frames that are indeed drawn to the screen. Sure, this might sound silly, but we still get games that suspend drawing if the network connection acts up to this very day. While I don't think LL's developers are bad, SL's old age makes remnants of old practices likely.
  7. Finnfinn#1222 Hit me up, we can try to fix it
  8. Thing is, optimization doesn't pay. People look at screenshots, not at specs. You chuck your sculpt up there, set LODs to minimum and post screenshots with, if applicable, an emphasis on the low LI. Besides, the stuff you don't see might be terrible, but some of those models are simply gorgeous. And if you don't know anything about the more intricate stuff, that's all you'll care about. Heck, some creators of beautiful models might not know what they're doing wrong themselves. Tools like ZBrush, Marvelous Designer and others I'm surely forgetting make it easy to create without ever touching mo
  9. I suspect it's less about the rigged mesh and more about the amount of triangles rigged to it. But that's rather pedantic at this point and yes, enforced LOD targets (with enforced custom LODs probably being a good start) would solve it well. Inspired by this thread, I've been investigating how other games handle modular characters. You know, characters with clothes and equipment and whatnot. No, SL was not one of them. I put special focus on one particular MMORPG, since that genre tends to have a LOT of player characters on screen which, as opposed to NPCs, are not easily baked into one
  10. Avatars might actually be a bigger problem overall. Rezzed furniture and such is predictable, performance for it won't change unless something is removed, replaced or added. If an area is bogged down with horrible sculpts, at least you know and can avoid it. However, a 10000 tri hair avatar or ten may just appear within render distance at a moment's notice and ruin performance for everyone involved, no matter how clean and optimized the rezzed objects in the vicinity are. In addition, I'm getting the feeling that the "low LI" measure of quality is applied to every object offered on t
  11. I might be misunderstanding you here and if that's the case, I apologize. However, it's my opinion on the whole topic either way. The thing is, most best practices talked about here are not difficult for an amateur to learn. If you're going to create stuff for any domain (be it your own game or a mod/content for an existing), you just have to read up on it a bit so you can create decent stuff. It's like when you're doing basic carving. Yes, shaving off flakes from your workpiece is not a difficult task to learn, but you'll have to know how wood behaves and how to deform it or you'll end u
  12. Can you take a screenshot of the topology or upload the model? I'll try to help.
  13. First of all, don't rely on automatically generated LOD models. Second, I ASSUME it's how they decimate the geometry. You might have had an n-gon somewhere in your model, a large one perhaps, which could have confused their decimation algorithm. That's not a criticism of Linden, it's just that decimating while preserving volume (read: mangling your model as little as possible) is a complicated task to achieve. Even if it does work, the topology usually looks like crap. Goes double for n-gons.
  14. Cleverly done and mpressive! Thank you for the insight. Yeah, what I attempted was basically the other way round. I didn't use tracking to translate an object attached to the tracks, in this case it was the camera motion being inferred from the translation (and scaling) of points in the scene. If it works, it offers greater flexibility, however, it requires more accurately trackable points and you need to block out the scenery to really make it worth the extra effort. If you want to check it out more in-depth, Ian Hubert got a few videos on his Youtube channel that explain it quite w
  15. Oh, nice. Clean solve right there. Any advice on placing tracking points? There's little difference in color and I'm wondering how you tracked it. Couldn't be automatic detection or could it?
  16. Howdy folks! Blender's motion tracker received a pretty big update recently so I wanted to play around with it again. Since motion tracking might offer a wide variety of possibilities for SL machinima (adding props and surroundings beyond SL's capabilities, limited changing to lighting or, given an ideal setup, even adding new features to characters), I wanted to check how well the tracker works with the graphics and camera movement. https://streamable.com/grx015 The above doesn't look like much, seeing how I merely placed a cube in the environment, but it still serves to demonstrate
  17. That screenshot is from Blender 2.7, looks different now. Check if ANY part of your mesh has weights for bones that you're not using. If the weight painting looks funky, parent them with empty groups and paint them again. Manually, that is, it's very often better or even necessary with meshes these complex. Moving bones, if you're exporting the armature, makes things a bit difficult to troubleshoot. Maybe leave them where they are by default and just empty their weights. Before exporting select your stuff in Object Mode, press Ctrl+A and apply rotation and location and make sure
  18. I asked for the .blend file, not a .dae file. With the former, I can check on your rigging and mesh work. Paste the log to a pastebin next time, it keeps the topic nice and clean. I'm a newbie to Second Life, yes. But the issue could very well be with your model or rigging work, so I offered a second pair of eyes to see if you have overlooked something. I find "you're a newbie to SL, so you can't help me with rigging and modelling" to be insulting. Cut that stuff out.
  19. Hi there! I can take a look at your model if you upload the .blend file to https://pasteall.org/blend/.
  20. I can give it a shot if you want. I can't promise anything though. Drop me a message ingame if that sounds alright with you.
  21. When talking about clothing though, most (not all) clothes shouldn't have a true thickness on the inside anyway. "Tucking in" that edge works for the illusion and has way less tris either way. Back to topic, automatically generating LODs is something that is very much situational. And I've yet to see a detailed model for which a simple decimation works for lower levels, I'm told UE4 generates great LODs most of the time, but that's just a sidenote. Encouraging manual creation of LODs is something I support, but removing generation altogether might take it too far if you ask me.
  22. Hi, I'm Finnfinn! Completely new to Second Life (account has been active for a few days). Still very much learning the ropes, SL attracted me mainly for an opportunity to chat with other creators, look at their stuff and get an opportunity to see my own in action. 3D modelling is the one creative hobby that managed to really capture me and I like to think I'm not bad at it either. So, if you want to chat about Blender or modelling in general, feel free to drop me a message. I don't bite
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