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HD Pomeray

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About HD Pomeray

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  1. This is not a new SL avatar. They use the same old avi. These are just fitted mesh bodies that are worn over an alpha. No different than the ones offered in the Market Place.
  2. If you are using an ATI Graphics card you need to install the 12.1 or older drivers .... 12.2 through 12.4 will crash you if you try to edit Mesh. There is also a work around .... in the Build menu... you can go to options and turn off "Show selection Outlines".... that should stop the crashing on edit.
  3. If you have no mod scripts in your object it will show as no mod in your inventory, and keep you from being able to change properties while in there, but you should be able to mod the object once you drag it into world.
  4. While we are on material zones... is there a way to predetermine what zone will end up being face number 0, face number 1, face number 2, and so on?
  5. Karl, That is one incredible looking tank. I would be interested in knowing more about its scripted functions such as the treads, the turret, does it fire, do avis ride inside it and control it. It would also be interesting to know what it's display weights is. As far as people not being able to see mesh on your sim, you may want to suggest that they try adjusting the MeshMaxConcurrentRequests in the debug settings. Default is 32... I set mine up to 100. Go to the advanced menu ----> Show Debug settings ----> MeshMaxConcurrentRequests ---- Set to 100
  6. What viewer are you using when you are uploading? I found that the LL 3.3 works best and have had some crash issues during uploads with some of the others.
  7. That's kool Bother... and I do appreciate what you said. It's just that I see it as constructive criticism and I appreciate what anyone has to say. When I posted my pics and numbers in this forum, I hung my ass out there fully knowing there would be some criticism, and I accept that. As a designer in RL I know you have to put some skin into the game or you'll never advance. This thread was awesome and I learned a few things that will be very helpful. I also learned a few things that worked out better than I thought. I didn't even know that the bikes display numbers were as good as they are. Baloo was the one that brought that to light by saying they seemed high. That forced me, Kwakkelde and a few others to look and see what the sculpt bikes were coming in at. Surprise !!! Mesh wins !! LOL Baloo has a lot of experience in the 3D gaming industry and he is totally correct in his thoughts of reducing mesh as much as possible with the use of good textures. It is just that in this particular case, geometry is more important. In another situation... it may not be. It's all Good Toysoldier... BTW ... have you ever thought about writing novels ?? LOL
  8. Well Guys... I think we beat this one to death huh? LOL I want say thanks to all that contributed to this thread. Marianne, StoneDwarf, Kwakkelde, Luc, my good buddy Toysoldier, WolfBaginski, Arton, Dronggle, and of course Baloo. I learned a lot here through this thread. Thanks Guys ! Oh... and last but not least... Thanks to LL for giving us MESH !!! It Rocks !
  9. I bet if HD had uploaded the bike using the autoLoD with looks matching the viewing distance (so no custom LoDs), the display weight would have been insane, but it's not. In fact I'm pretty curious what the numbers would be..HD?...could you try that out? @ Kwakkelde I don't have to try it, I saw what the calculations were coming in at in the uploader before loading in the custom LODs and you are spot on. Parts that I was able to get down to 1 or 2 LI were starting out at insane numbers upwards of 50 LI. It would be interesting to bring the bike back in with no LOD models to see what the display numbers would be. I could try it out in the aditi and see... but there are 31 parts... gonna have to do that another day. I'll let you know.
  10. Absolutely Brother... I hear you loud and clear... and I promise not to go over ... ummmm lets say 12,000??? LOL But .... There is always a BUT.... ya know... Kwakkelde saw bikes out there at 49334 and 70204... No stopping everyone else... I can assure you ... I'll be responsible :-)
  11. @Baloo I can totally understand where you are coming from about the fine details. In RL I'm an architect and I use 3D modeling to render conceptual designs for clients all the time. I would never think of modeling, for instance, window moldings because you would Never see the difference between the geometry and a nicely shaded texture. I fully agree with you. But, what you referred to as a ""ridiculous level" of detail"... "Stuff like relatively fine grooves and flanges and stuff that you'd only notice if you were really close to the object and not at more of the distance it would be generally viewed at." may not be ridiculous to others. As a matter of fact, motorcycles in SL and RL are mostly viewed up close. To custom bike builders, again in SL and RL, it IS the fine details that count. When I modeled this motor, I had a real V-Twin engine sitting here in front of me and yes... I counted the cooling fins... I measured the distance between them and I made this engine as true to life and as accurate as I could because I know there are RL bikers in SL that are going to look at it very closely. I wanted to give them something to look at and discuss. So what you may see as "ridiculous" others may view as an accomplishment. And... the bottom line is still... the bike has a display number that is half of what is out there now. Ridiculous to who?
  12. WolfBaginski, I have to agree with Arton, and not just because this is my build but because of the obvious advantage Mesh has over comparable sculpty bikes. Just look at the numbers, they tell the story. My original post was to report to this forum the numbers I was getting with a mesh bike build that had considerable more detail than the present day sculpty bikes. Also in the original post, the first picture I showed was of the weights it was registering. To be honest, it was not until the question of the display weights came up did I think to check them against the sculpty bikes. Again... look at the comparison pictures... we can all see the numbers. I also went out and checked the numbers on many other sculpty bikes and found that all of them that were in the 30 prim range were close to... if not over 20,000 display weight. The mesh is coming in at 11,000. This isn't a discussion of my bike as much as it is of Mesh bikes in general. After all... I did the first comparison to one of my own sculpty bikes, one of my best selling bikes too I may add... LOL, and willingly posted my numbers up on the forum so we could all see a good comparison. As far as your comments on the moving parts and the load overall, I honestly can not tell you if it is better to rotate the mesh wheels or to rotate the textures. I can tell you however that on this mesh bike, along with probably 90% of the sculpty bikes out there, we are rotating the wheels and not the textures. Maybe someone reading this forum can let us know which is the better way to do it. My old bikes rotated the textures and from riding both, I think rotating the mesh wheels is better because I used to notice at times the texture rotations lag, whereas this bikes wheels move smooth and steady. I can understand that if you were to be out looking for a bike to ride "you" may wish to find one that is very minimal for whatever reasons you may have, and of course that is your prerogative. But when I was describing the moving parts of this bike, it was in a discussion about how best to combine parts during the upload. I was not saying this bike has more or less moving parts than other bikes out there. To be honest, it is probably in the average range for moving parts and features of today's bikes on the market. I think if you look around you would be hard presses to find the minimalist bike you alluded to in your post. Having said that, with the clear advantage mesh has over sculpty vehicles, you are correct... I could widdle this down to a bunch of flat parts and load it back up with mant textures to fake the eye, but would we be gaining anything ? Maybe, I'm not sure. I am however sure that this mesh bike has 5 times the detail of the sculpty bikes (whether you like detail or not), it has less textures due to the fact that it does not need them, and even with all the detail, it's display weight is half of the comparable sculpty bikes. "Here's your sign" So I guess time will tell what the market really wants. For now I think we have taken a really good look at how sculpty vehicles and mesh vehicles stack up side by side. I also think that my first mesh bike came out looking pretty darn good and that the numbers make good sense to continue refining how we use mesh. As we all know, there are some wickedly talented people in SL. You can bet that there are some amazing things coming from our content creators just around the corner and from where I'm standing, mesh will be a big part of that.
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