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Vegro Solari

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About Vegro Solari

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  1. Knock yourself out. Might want to call yourself something other than "Realtors" though, because unfortunately that's a real world trademark. In sick and demented trademark law theory they (the association owning that trademark) could swoop into SL and demand you and your friend stop calling yourselves "Realtors", and LL would then say to you "you stop doing that please". In practice, though? They don't care, you don't care, LL doesn't care, and you go ahead do what you want, have fun with it! You could be "VirtualRealtors" or something and that way proudly fly the middle finger all the w
  2. Glad to help! I only get to look at the forums rarely, but in case of needing a bit of consulting about something, feel free to IM me in world. The mesh upload part (the SL Mesh uploader) is a tricky business in itself, but I eventually worked out a workflow for it too. The thing to realize is that while you are in ZBrush, just think about making a finished, lowpoly model with great textures that capture all the highpoly details you sculpted. This is going to be your "Highest" LOD. Which lower LODs you will need to work hard on and which can be left to automatic or skipped is going to de
  3. For trimming off unwanted faces, you have a ton of options. My favourite is using ctrl-shift and drawing a polygon selection with one of the tools (box, cicle, lasso, curve etc) then ctrl-shift click to isolate it so the rest of the model is visible, while the part we want gone isn't. Go Geometry->Modify Topology->Delete Hidden. This gets rid of those points. If you are still in Dynamesh, you can just ctrl drag on canvas to redynamesh and it will close any holes neatly by itself. There is a Close Holes command in Modify Topology that you can use. You can also use masking, to pro
  4. There is definitely a way to move the UV seams to wherever you want. In ZBrush, you would do so with the UVMaster plugin. Watch a Pixologic video or any short tutorial about it and you'll be up and running. The idea there is that you can attract seams to areas which are "darkened" by ambient occlusion, and/or also freehand paint areas that you want to protect from seams or attract your seams to. These don't need to be precise at all, just a general ballpark "line" painted on will do fine, since the UVMaster process is still fully automatic. That's the way you can get your UV seams to go ex
  5. One way you can take this same basic idea a step further is by applying it to cyllinders and tubes. Given the exactly correct ratio, you'll be able to get really sharp texturing on SL cyllinder prims, without any of that usual nasty stretching visible. The quickest way to do this is to just rez up a cyllinder and set its height to 1. The "unwrapped width" of the cyllinder of height 1 is then going to be super easy to calculate, it's 2 times 3.1415, or 6.283 secondlife units. Now you can just use the above tip, and start out with a texture in your graphics program that has a pixel ratio
  6. You can easily get much nicer quality in uploading images to SL if you take a moment understand this tip. You know how whenever you upload an image to SL, it gets force-resized to 512x512, or 1024x512 , or other "degrees of 2" pixel size? The force-resize that gets used is not very good quality-wise, and even worse, it ruins all your image proportions, so stuff looks stretched out and wrong when it's on a prim in SL. Also, those numbers mean that the only aspect ratio you get to use with optimum quality is the clunky 2:1, or just 1:1. That's not a happy situation for art and photo
  7. I did it with Phoenix and it did export my shape as an OBJ file. You can get this particular version still even now, in the old versions part of the Phoenix site. Once you get it, you need to enable the advanced or developer mode to find the export menus for the avatar.
  8. Dr. McMahon in the flesh! Thank you once again for your brill work unravelling these weird meshuploaded mysteries, sir! Honourary forum doctorate should be the least we could do for you.
  9. This is one of those things where in theory you'd think about it one way, but practice may demand something different entirely. If what you are making are generic game models and you enjoy spending your life on perfecting manual optimization for these, all the power to you. But if instead you're making SecondLife products, then the fact that you can eliminate the subconsciously jarring LOD popping effect from your prop or clothing piece (and some of them are so sized & positioned as to make them very vulnerable to it, oscillating between High and Med LODs for almost all of their onscreen
  10. Work done by the Zbrush mat baker plugin is going to be based on projecting Polypaint, which means that your model needs to have a beefy pixel-polygon ratio (lots of polys, think 2million +, 4million if you want 2048pixel textures). Could that be part of the problem you're running into? If polypaint doesn't have enough polys, it's going to wash out into "pixellation". Getting more polys as usual is easy enough, tap Ctrl-D until you're in the ballpark desired. If still stuck, you could also look into using ZApplink projection baking, which will capture several views from the model and let y
  11. Basically it used to be all called "prims", but it was changed and it is all actually based on Land-Impact now. But for traditon's sake and ease, lots of people just continue calling it "prims". Even though what they really mean is always Land-Impact.
  12. For clothes, you can usually get away with only optimizing the High and Medium LODs. The other two can be ignored / staffed with a basic box or whatever. In many cases you might actually gain a better visual look for the clothing if you set the High and Medium LODs to be the same exact mesh (that's at the cost of some LI of course, but since for clothes the LI is a lot less crucial/noticeable to user, it's a useful shortcut to keep in mind.)
  13. One optimization trick I learned (major thanks go out to some of the scientific pioneers of this art, here in the forum, who discovered and explained it) is that when you're uploading the model, your landimpact is going to vary heavily depending on the in-world scale of the object - everyone knows this - but usually not everyone realizes that each of the different LOD levels you can use is going to have a vastly different "weight" in the land impact calculation, again depending on the size of the object! So that means, sometimes the "Low" LOD is the most important, and sometimes it may not eve
  14. Hi! There's a semi-hidden feature called "Local Texture". You find this under your texture select, there's going to be a radio-button to call up Local Texture. With this, you get to select any PNG file on your computer, and you can preview what that's going to look like directly in SL without uploading it first. Overwriting the PNG file by saving it from Gimp or Photoshop, makes it instantly update in your SL window. That's real handy if you work with textures lots, you see a live preview. But only you can see it, everyone else will get a grey prim. There's no actual way around the upload c
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