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linkin Slate

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  1. Winding describes the vertex order of a polygon. Polygons with clock-wise winding face towards the viewer and are not back-facing. Polygons with counter-clockwise winding face away from the viewer and are back-facing. All the faces in a mesh must have the same winding order. One face cannot "backface" from the other faces.

    IM STILL CONFUSED

  2. Even though  i hadnt tested it  and just asked here i basicly went with the idea it wasnt going to work with mesh av's or attachments, so as allways the lindens, seem to cause  confusion,

    Allmost like for example  coming out with a feature  that will only work on  veiwer 1.25. and not for v2 veiwer back tracking kinda, i guess in my eyes mesh , was to allow devolopment in mesh clothes and av's, leading away from the club foot, bad uv  av we use in sl today,

     Unless this is a sign  there planning  them selfs to devolop a avatar 2 for sl, i know they talked about it, 

     

  3. To me  all this veiwer talk drives me nutts, we dont see any 3d party veiwers on mesh beta grid and when it hits the main grid, i would hope,  the mesh veiwer is defult and  only one allowed.unless the 3d party veiwer is mesh compliant, havent we give every one time for this to get ready, its time to move forward. a new chapter in sl,comply or die.

     i dont have anything aginst 3d party veiwers , but i belive if they should hold all features as the defult sl veiwer to be able to link to sl, 

    i find it insane that there is any idea of lindens not forceing all veiwers compliant for mesh on release day of mesh, and i personaly if this goes  as you all seem to think, that there will be nonmesh veiwers, that those of us that own our own sims be able to set sims to not let non mesh veiwer users to enter. its bad enuff  to deal  with all that cant use or see shared media and now to have to deal with non mesh veiwers, i run a business center  and rent out office  spaces and meeting rooms  so i am dependent on people to come and rent yes, but i can live with out there money ,that cant move forward.

  4. If you create in zbrush you need to export as object file then import to Blender, If i was you i would start off with, just importing a rigged av to sl .Blener is free so  use that first to get used to how this works. there is a blender file. sl mash av  thats all ready rigged. follow the vidoes provided and just import that first. rigging and importing is a mass of learning in its self  you can with in a few clicks rigs and export a mesh to sl yes,  but then  there is allso weight painting bone ajustments, the fine tuneing and full understanding of it all will take a while.

  5. I think some of the qestions that you should ask is, or ask your self is ,even after figureing out a work flow  and programs to use, is, what road you plan to go down in maken av's of clothes, there is 2 options , both with problems, 1 is useing the  old mesh av that millions use right now, its limited and maken clothes that will fit the masses has  still  not yet been worked out  yet, sure you will have a larger market to sell to,  but your limited with the uv layout and club feet,

     then option  2 create your  own av line, but then your forced to create a unless suplly of clothes to go with it, this has plus side though your lesslikely to then have others stealing your work and selling as its harder to blantly  do this or have asscess to all your  files to do it, if your succuessfull then you could sell your files to others wishing to create clothes for  your line of av's also,

    Draw back, if the lindens  create a new updated mesh av then your competing again agisnt every one, and  that would be universal, but still new and a long while for the mass product lines we see today with older mesh av,

     my personal option is the lindens will  let us develop the next av for sl, there is all ready many  base female and male  av meshes for free and free use of out there now with  perfected topoligy, its a waste to start from  scratch.

    other thoughts also would be if you create  a custom line  would one just merge cloths with body and rig as ahole and chage the hole av as a outfit verses the av and seport clothes and each part rigged  and worn.

    so not only are alot of us figureing out how to use our programs and create the  mesh,we also have to decide, how we will market it ,building them in the best ways thats useable,sellable, and that others can build apond your works, with other products, thus createing a new market base.

  6. well you all ready state you have one program that will do all but rigg your cloths and av's mesh, is zbrush since your  just starting out on all this ,maybeis best to stick with what you know first, if you dont want to use blender for creation,  you can at lest for the rigging , its simple and fast and 90 % of any help from this forum will be from blender users,

    and for zbrush you can do  start to finish in there, i have had great luck extracting clothes form  mesh its fast and simple. and with spot light you can paint directly to mesh  , and up to  a billion  polygons to paint on if your computer handles it,

     in my personal;  option zbrush is best set up for av  and cloths creation or organic type meshes , blender  will cover more  area's of design more hard surfaces and more tools  for building type meshes or vehicals,

     

    This is a hole new playing feild, and right now is like building  a house on sifting sands, hard to know what really works,till  the lindens lay down the final costs, that will help in what type of real detail we can work  with.

  7. If your  importing them correctly you should have a mesh folder  in there is more a text file of your mesh i belive, and then  in your object folder is a mesh you can  drag drop directly to  ground, or wear, not understanding about the rest your trying to explain about, and as for the textures  you can set up to 8 textures to a mesh  object and up to 1024 in size, for example a  avatar mesh you can set seport textures for head   arms  hand feet legs and middle all being up to 1024, this seems to work best as a full av mesh with 1 texture  is hard to get alot of detail on, blender and zbrush you can, set for multiply textures, im sure most 3d programs you can , it all depends on how much detail you want 1024 is over kill for alot of things,

  8. Reading your blog, you was saying about  maybe doing  your  out fit in parts and do all the detailing on single meshs, only problem i have seen with that is its hard to pull alot of detail out of the topology with out haven problems, and looseing detail.  you could try witch i been playing around with is merge   your sub tools in to one mesh, you can still have  textures for each area, like your jaket  3 textures  one for short and  one for pants, then in sl it be one mesh attached rigged but then its just a drop of texture to change pants color and rigging would be no more work that the body mesh  its self.

  9. Sorry for double post explore 9  doesnt seem to let my post show, nice work and  great to see others useing zbrush, did you create the clothes by extract from av mesh ? and did you  do all the textureing in zbrush also ?

     

  10.  One semi work around would be when createing a mesh av, is to have head hands and feet as seport rigged attachments from body, reasons for example hands  you could have a few sets worn at different times like open hand or closed  the head with smile or  no smile feet as well  for  woman for example for high heals or flate, you would have to manuly  detach and attch to change but is one option and  the concept opens doors for  many products that  could be  made to go along with  a certain line of av .

  11. Thats interesting , i didnt kow one could use seport textures, for seportated poly groups, im guessing your useing blender, myslef useing zbrush,  and  i can create poly groups or uv,islands, thus letting you apply different textures to each  ploy group, but each texture has the same uv layout, what your saying is each  poly group  you have for your full body  mesh has its own uv layout  and is a seprot texture ?

  12. Wondering  how every one else is coming along with there mesh av, i myself have been playing  around with full body mesh av's, and it seems to me a full body mesh , how ever you lay out uv's a 1024 x 1024 texture doesnt  give enuff detail to cover a full body mesh, i know many are  useing the sl defult av to do your pratices on, others have used other full body  base meshs either self made of found bases to start with, .

    id like to hear from others as there option on this as best pratices, on how best to set up your av mesh, full body or in  parts.

  13.   this all reminds me of the old days back in sl beta, there was a time we payed a fee for every prim we rezed,it just shows the first systems  they  the lindens come up with  arnt allways the  best but over time they work out things,,back  when we had the pay for prims fee , some person created the flyng fish that produces offsprings,  it would fly up to you  was like a pet people would take a copy then rez it it would lfy around you then take off  soon it would  multiply  on your land and you sit there and watch your  bank account drain in short order :),

    what ever  the system they come up with for mesh, wont stop people maken what they want and or people buying  anythign they like,  yes they can  slow the process and people will work at  maken things low prim, this will come over time.

    this is my option but i feel the mesh beta  grid has basicly at its end of its usefullness , most have worked out there work flow systems , have a idea of how to do things, and not many really  building things there cuse it seems like a waste of time, i think  people want to  test thing out in the main grid in real conditions,and let the lindens fine tune things from there.

  14.  on mesh hq 2 sim what i did is have rows of a mesh object  each lod level is a different shape, so when you walk  past them depending on distance you can see when they change , also i  did each  rows in different sizes  so you can walk around them getting a idea of different  sizes mixed .

     shpere is  highest sqaure med  cylender low cone lowest.

     what i find with all this is most times  unless your standing right on top of a object high lod hardly shows, and low to lowest are more common.

    i might be wroung here but this seems like its defeating the perpose of a step down lod system, id think the idea here is to allow you to produce  at veiwing range a high quality  mesh and at less needed veiws less detail is needed thus the step down lowers over all cost as to full mesh at all ranges of veiw, but what im seeing is with current set up,is the main high end of our mesh is lost.

     one qestion if any one else might be interested  in this ,is, can we have control ,some slider, where we can set when lods change.  like a building  there big enuff your going to up close see high and med lods  and probally be in next sim before lowest shows but most content will be in the smaller size, it be nice to on smaller object set the change later or greater distaints 

  15. yes this shape changeing  lods object  works great, like for my shoes im maken i  basicly  wear this object  size same as my shoe   size i wish to make  and can see at what distance the changes happen, in normal veiw you cant see below your knees basic camera view with shoe size object its all ready  on 3rd lods once you zoomout a bit to see feet so for your own veiwing pleasure or your own shoes for example here your all ready on  end of quality of the object.

  16.  ok   seems your both right  changeing the size also changes the distance of change. so basicly on how you  want your object to look and how you set up your  lods, a person needs to think about how your objec t will be  viewed in what  type of settigns they will be viewed in , like  if you make  shoes , due to there size you probally have to zoom like your face is on floor to  see high lods amd normal standing in group chating with people your view of others shoes would probally be3rd lod , the low lod, maybe med but only when standing close.

    :) seems every time i get close to thinking  i can  perfect some mesh projects, i learn more like this lods, stuff and it throws you for a loop.

  17. well  i did what is best and tested out to  find my answer , so maybe this will also help others in some ways .

     ok here is what i did   to test out where and when these switchs happen  , i took a shpere, as  high lod, then a  sqaure and med lod  cyclender for low and cone for lowest lod reduced the ploys also and i changed shape.

    so  basicly  this is what i found out , with shpere out and basicly  walked up to it with normal camera veiw behind me,  my  chest up to it,  its shape is spuare, meaning just normal veiw up tight its on second lod .

      you have to zoom in to even see high lod. this seems way to tight , so basicly  this tells me  every day life in  secondlife unless you zoom in  at the lest of 1 click of the scroll wheel, you will never see high lod. this seems like a big waste to me,

     so ok normal veiw is 2nd lod zoom in some to see high , and 16meters about away then low lod kicks in then another 16 meter for lowest  , i tryed this with different draw settigns basicly sameevery time.

     to me this seems not right, say i walk in a room and a couch is in front of me, most times somehting you plan to sit on is at lest  as far in front of you as your camera sits behind you, so that puts you  at lest 5 meter away from where you would  even be able to see high lod,

     so basicly with this info , how i would set up my lods is med lod the second lod, id either have same as high lod or most 10% then bump the last to down faster.

     seems to me any mesh you will like in a building with rooms will mostly only  see the med and low lods  and most times out side you will be  seeing lowest since most things will be at lest 32 meters away .

     anyways if any disagree with meor im looking at this wroung  feel free to tell me :)

    one thing was cool  to find out was,  how you can add different objects for loads, might be cool for holloween, maken objects when  people get close it pops out at them .  ok time to end my endless babel.

  18.  Ok  just kinda getting in to the lods thing and seems  easy enuff and flexable. some say 1/4  or  50 % drop is good but then also you can have all the same but  will cost you so seems we have flexableness here , lods is a tool, sooooooo,

     my qestion is to use this the bast way does any one  know what the drop off distances are? like at what distance  does it drop to meds then at what distance to low and them lowest. to me this would be helpfull since the first 2 i would think are most important, highest for closeups , but seems you hardly  zoom out much and you switch to med lod, this first step down seems tight, i would think first 2 or first drop one could do like 10% DROP AND SAVE MORE DETAIL THEN LAST 2 DROP MORE IN THE  50 %. if your looking from across 2 sims well lowset can be just a outline .

    to me this would help a person to  get  lower ploy count over all.

  19. ya i been just doing the auto, but with most of my tests i been most on the  shape and looks , this time i droped the poly count down to get lower prim costs seems that effects the lods lower you go bigger  the changes, guess ill have to dig in to maken my own :), just off heand if you have time to answer  its a 25 % drop right for each lod ?

  20. I think every one feels  sim fee's are  to high, but what do we base this on , we trust the lindens  to have set cost  to cover costs and to have profit, they are  in this to make money just like any other.

    what we have to do is look in side our selfs and ask , do we find value in what we are paying for, we do this every day when we shop on the market place dont we ?  we might search for shoes for example we find some we like, then we decide on witch pair is worth the price . we pay for what we value, so qestion is is sl  value worht the price we all pay ?

    Land has allways been a money maker  for basicly the top  witch is the lindens, most people basicly work  weather its creating  objects to sell or some other job in sl to only cover there cost of liveing here ,   the %that make money  past what there cost in sl is to any great extent is small.

    lets look at some basic's here most people that have land for homes, what do they want , they want a home large enuff to look bigger then a cabin they want  landscaping car in driveway beach front and to be able to furnish house in a way that, they dont have to take up bed to drop the couch. to really have enuff prims to have any thing  nice and really useable  your almost up to the 75 amonth area, to me a 4096 on down land sizes are a joke  and a waste  and worthless,

    i see people in a cycle the buy land  build what they can, as to there dream , then  run out of prims,then hardly spend time at there homes , or  move on to bigger land, basicly spend more money for a few more prims, thats basicly whats its all about, it isnt land size its prims,its all about what we can do with  what we pay for, that decides  the value.

    Now the social, value of  sl is great we have people from all over the world, thereis large value to sl  here, and one can be in sl with out owning land here, and i  belive alot  pay what they do  for the social value of sl,and the lindens  wont change land prices if people  are willing to pay ,.

    one thing to think about though we do have choices even in land we can have a soical life here in sl , but we can also have land on other grids, so for example avination grid  , yes its new not as advanced as sl but  is basicly sl ,  you can have a sim with no 1000 usd set up fee and only 75 a month fee, now you can build a home have abeach  cars boats guest house have a  full 15,000 prims just for your home, why rent when you can have and own.

     im not pushing avination, i love sl ,and in april  will have been here 8 years, and as a business owner, im also lookng to make money in sl, i have a business center , 2 sims with 36 office  5 meeting rooms and a conference hall,  and  we at times have waitng list for the offices, this may sound good but  basic office  is 2500 a week then you get full use of meeitng rooms, its hard to  get people to see the value to pay what they do for a office, yet basicly  all i do is cover costs basicly of the 2 sims, now one idea is offering for a little more then they pay here i can set them up on a full sim office and center of they selfs on avination, then they have privatcy,(note alot of my clients that rent form me are reallife buiness they want to hold in world meetingns or train staff, and not interested in the rest of sl as to mingle). so here is a example of offering more value for less money and still tie in the social value of sl.

     thing is why can we have both we are free to do what we want  its free to be in sl and cheeper to have land on other grids, till every one stops buying there expensive land at high fee's, they will never change there prices.

    why does at&t add new option or lower prices,usally cuse sprint added somehting or chaged prices people move back and forth to best deals.power is in the dollors you spend. 

    and as for products  they will go where people buy  the way i hear it there all ready setting up shop there also.

    sl will  be the leader for a while im sure   and the mesh objects option coming might change things alot also for sl,

    , one thing over the last 8 years here in sl i  find constent is change one has to adapt and move with  it or  sink,

     

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