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Madeliefste Oh

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Everything posted by Madeliefste Oh

  1. Who is going to work for a contest, when the change that you are not paid for you work is many times bigger then the chance that you win the reward? Probably the good willing amateur who is doing it just for fun, or a beginning student who has to practise anyway...
  2. Kralus wrote: A Parent Folder is any Main Folder that holds Sub folders inside. There is no reason that LL cannot identify the item listed within a Parent folder so that the Marketplace Listing inventory is better organized. As I've stated above I have tested it using firestorm and know it does not work. I know how to do everything else but really think the language between the MP and our inventory should allow for parent folders that still recognize the listed item. I am not the only one with hundreds upon hundreds of items listed and having to scroll through this massive list just to edit or update an item can be horrendous. The VMM is still in beta so hopefully LL will work on it and create a more organized MP Listing Inventory. A few early beta testers have been begging for version folders. LL thought this was a good idea and decided to honor it. The rest of the merchants community was never asked a thing about the way they organise their inventory for sales purpose. With Direct Delivery it was easy, you only had to drag the actual product folders to the merchant outbox. LL didn't interfered with your inventory, you simply could choose the best organisation system for your for your specific situation. With VMM the only way to keep best organisation system for you is to have a double inventory. One that is organised in a way that suits you best, and one that structured around this ridiculous version folder system, with all items mixed up in a single endless list of products.
  3. Bree Giffen wrote: Do you remember when LL had a lot of companies making sims in SL? Adidas had their ridiculously primmy shoe. Nissan had a nice flying car. It sounds like Sansar is catering to these companies/institutions where they can build a VR enabled world that can link back to their own website. It sounds like there might be controls built in to moderate the experience, eg. not allowing teleports to other sims, PG-only avatars, and such. It's often blamed on the limited number of residents that can visit a sim that these RL brands did not have many succes in SL. But think that was not the problem, the limited fantasy of the marketeers behind these brands about the presence in a virtual world was the bottleneck. When they don't use the possibilities of virtual reality, they don't know how to impress us and the main aim is to link back to their own website, they are going to fail in Sansar as well.
  4. Perrie Juran wrote: Which brings me back to what I said that the majority of users of SL wont be able to use the NGP because the computational foot print becomes to large. All we need to do is look at how much trouble "MESH" is already causing people with low end machines to see that. When I first heard about SL, I took an account and logged in, but is was no succes at all. All I could see were grey puppets in a grey surrounding and I crashed after a few minutes. I tried three or four times again with the same result. Some months later I bought a new computer for a reason that had nothing to do with SL. After a few weeks I decided to give this virtual work another try on the new computer though I had no idea what I could do here, I was just curious. And yes, this time it worked. And since than it has become a part of my life. I will go to the new platform for the same reason: curiosity. I'm going to buy that occulus rift or a device like that, because I want to see for myself, I want to experience it. And when I like it, I will stay. (And when my computer is not good enough, here will come a day that I have to buy a new one any way. But so far I expect I can run it on my crrent system.) This won't mean I abondon SL, I have some businesses to run here and I have some friends I still want to see. But when I like it, I will start do develop for this new world as well and I might set up a new business there with new content. From business point of view it's even better when this new platform has another target audience then the current SL user base. When half of SL leaves in favor of this new world, half of my potential customer bases leaves. But when this new world can attrack new blood, it also means new customers.
  5. Yeah, the different materials method is also a proper method to use. I would probably use that when I made readymades for the consumersmarket. But I make full perms items for builders,and I like to keep it simple. Unless it has a function for the use of the object in SL to have several faces on the object, I avoid it. The more simple you make it, the more easy to understand. specially for beginning builders who just start with using meshes.
  6. I managed to get rid of the distortion. I first made preperations in Cinema 4D. First I triangulated the mesh, next I made 3 phong shading breaks. But still it has to do with the crease angle, when I uploaded at 65 degrees I had still some distortions, but uploading at 60 degrees gave the result you see in the first picture.
  7. It's a challenge to find the right crease angle for your items that depend on transparency. You cannot see in the uploader how the mesh will behave when you add some percentage of transparency to the object. The only thing you know is that it goes wrong when you use the default setting of 75 degrees. After some misfits I found an angle that is more or less acceptable, apart from some tiny distortions in the edge of the glass, there are no distortions anymore in the bigger parts. (Third glass in picture) But next... when I apply a normal map to this good glass the distortions are back in their full glory. Is there anyone who can explain why this is happening? What has the normal map to do with the crease angle of an object?
  8. Drongle McMahon wrote: It's the quality of the (baked?) image that matters, and that is limited by SL to 1024x1024. Still you can bake in larger file formats. I don't bake lower then 2048 x 2048, unless its a very tiny object, like a nano prim. My experience is that the quality of the texture is better, when you bake on a larger canvas. Though SL is indeed limited to 1024 x 1024, a bake on 2048 x 2048 looks better then the same bake on 1024 x 1024, at least when you upload as png file. You can also bake on 4096 x 4096, but then you have to scale down manually before you can upload, and in the end on the 1024 x 1024 texture there is not much quality difference between a 2048 and a 4096 bake. Sometimes the 2048 bake even looks better.
  9. Trinity Yazimoto wrote: I did move the the folders the same way, it created the parent folder the same way but surprise, inside the parent folder my original folder was split in 2 or 3 subfolders. My items were spreaded into those subfolders. Sometimes i had a notecard only in one of the subfolders. but most of the time, my items were spreaded randomly between the 3 folders. I saw something simular happen to day while creating a new listing. I don't keep my landmark, notecard and copyright notice in every product folder, but I keep them in a single separate folder. I did the next steps: - I dragged my product folder to the VMM window -> Product folder and listing folder were correctly created, subfolders were seen as version folders. - I replaced my subfolders to the listing folder -> They did no longer show as version folders but as subfolders. - I did not drag, but copy my landmark, notecard and copyright notice in the listing folder. -> There were 3 version folders created, one for each item. (At this point I assumed that I accidently had copied these 3 items to the product folder in stead of the listing folder, and that that was the reason they showed up as folders in stead of items. A mouse click is easily misplaced, but I'm not sure this was the case.)
  10. Tamarsk wrote: https://jira.secondlife.com/browse/VMM-95 Just saw the comment of Brooke on this bug in the jira: "This was a deliberate decision to better support moving folder hierarchies with several versions in them to VMM. The options were: See subfolders as version folders See subfolders as child elements of the parent folder The way to avoid this is to create a top level folder in Marketplace listings first, then drag your folder with subfolders into that folder. This is primarily a manual migration scenario. Automated migration does not have this problem. Once the migration is complete, if this is a common scenario, we will revisit this feature request. Closing now as expected behavior." REALLY? You have a marktetplace where merchants can work with subfolders since the come of direct delivery. And all these merchants who choose for this option, you ignore in favor of merchants who want version folders as a new feature?? This makes VVM a step backwards for all those merchants who work with folders, when listing new items. Now with DD we just have to drag folder to merchant outbox and push button. Done. VVM gives us more work, you have to move your subfolders manually, or you have to create a top level folder first. I really don't understand this decision.
  11. For a moment I was in doubt, when I found out this strange behaviour with a new listing, where the subfolder is acting like a version folder. Should I risk failed deliveries from all items in subfolders, or should I still work hard the next three days and create manual listings for at least my best selling products? Or should I just let the disaster happen? But now you let us know that automigration works fine, also with the subfolders, I have more trust that it will work fine for me as well. I rather make some new products, then do the work of manual migration.
  12. Trinity Yazimoto wrote: but for your problem with separated mesh and sculpty mp store, it was like this before. One MP store by avatar. So the new system wont change this. But why not create an alt with a name quite similar to yours and open another mp store for one category items under the same name but with its specificity in it ? It's long time ago when I decided to stick with a single merchant avatar. It was in the days that Grant en Brodsky were programming the new marketplace after LL bought Xstreet. In those days they promised that the possibility to have several marketplace store per avatar would be a future feature. But it didn't go that way, these programmers left Linden Lab, and nobody ever picked up the promise that was made. Now I feel it's too late to come back to my decision, for several reasons - I have all my listings now on this avatar. I cannot migrate my listings to a new avatar, so I would have to create them again (in all 6 languages). - I have many returning customers who know me with this avatar. - Transaction history is more easy to manage for one avatar then for two.
  13. Tamarsk wrote: https://jira.secondlife.com/browse/VMM-95 confirmed, voted and watching.
  14. Thanks, Rya... that gives me courage again for the things to come.
  15. I did two new items by hand. Both the product folder and the listing folder get the same name, when I copy them from inventory to the VMM. Both my problem is, I still have subfolders under my listing folder. And those are not handled as subfolders, but as version folders. When I look at your MP store in the content tab, I only see products there. But when you look in my listing on MP, you see folders in the contents tab. It are those folders that are not recognised as subfolders from the product... So I really fear this automatic migration... It might end up that customers won't get the complete product, because all the items that are organised in subfolders won't arrive, because those are seen by VVM as inactive versions
  16. Trinity Yazimoto wrote: Madeliefste, you can keep with folders. just migrate the folders in the box at the bottom of the VMM. A folder will appear in the list (same name), this is for the listing of the item, then inside it there is a subfolder, with all the items inside, this is the one for the version. If you happen to update an item, then u can or modify the contents of this folder, OR add a new updated folder in the main folder and u set the new one as active so it ll be the one linked to market place. You can delete the old one, or keep it if you think u will need to go back to this version later. Sometimes I wish I was a happy camper, like in 2007 It's not a matter of just drag the product folder in the VMM, because when I do so I get a listing like cYo product X cYo product X meshes textures materials VMM handles my subfolders like they are versions, in stead of subfolders. So I have to replace the subfolders by hand , in the cYo product X version folder. My inventory is organised in a way that makes it most easy for me to cater both my in world shoppers and the direct delivery system. The inventory is organised per brand. For cYo I have two main product folders: cYo Mesh and cYo Sculpties (this comes along with two in words stores, cYo Mesh and cYo Sculpties). Some products are available both as sculptie- and as mesh product. They have the same product name, but since they are in a different main folder there is no problem. But I see the problems already coming, since I cannot create a separate Mesh- and Sculptie shop in the marketplace. There will be just one big list of productfolders, with both mesh and sculptie products messing up my marketplace folder. It is way to much work for me to do the immigration by hand. I did that twice in the past, and I still feel the frustration of those immigrations. In both cases it took more then 100 work hours. So this time I acted like an ostrich, I rather sticked my head in the sand than face the danger. I just hoped it would take a very long time of beta testing, and that DD could still exist for a some more months while VMM would become active. Now there is no much choice left then let Linden Lab to their thing. I only can hope that it won't mess up my listings too much.
  17. With the come of Direct Delivery I decided for a system with folders, in stead of boxing up my items, because this has the advantage that customers can see all parts of the product in the contents tab, before buying. To me it seems that VMM is based on boxed items. So far I could not find documentation about how to deal with nested folders. So my question is: how should your inworld market listing look when you work with folders in folders? Like picture 1 or picture 2?
  18. Modeling a mesh is one part of the art, the other one is making an UV map.The UV map is a template for your texture. You must make one before you can texture your mesh. An example of how a UV map can look: A model with the UV map: The texture: The model with the texture:
  19. As long as I'm testing my meshes, I go to Second Life Beta Test Grid (Aditi). You can upload your meshes for free there. I don't upload to Main Grid, until all is perfect. The nice thing is, that the upload information is will be remembered in the slm file, that is written by each upload. So once you are satisfied about your meshes, the only thing you have to do in Main grid is click 'upload'. It saves a lot of money.
  20. Indigo Mertel wrote: For the Photoshop export I can't say much. I have never seen any comment about it in the community I moderate. You may want to ask in the community if anyone had problems with it. I came across that in a discussion on the Steam forum. A texture artist is there explaining what extra steps he has to take because of lack of export support. Then one of the developpers replies that it is very complicated to build an exporter for Photoshop, the current one was build on request of one of their customers. That says a lot to me: the developers did not think about Photoshop in the first place, when they started building SP. The most know texturing program. It might not be a letdown for other users, but for me a good integration with Photoshop is a basic requirement. I sell my Photoshop files with my meshes in SL. "Photoshop friendly" is my key word. In Bodypaint I can just open my Photoshop file, I can work with my existing layers, open and close them, add new layers, paint a bit in BP, save the file, open it again in Photoshop, add something that is easier to do in Photoshop, save it, open it again in Bodypaint, and so on, all non-destructive. An big asset for SP is their viewport. You can just paint without having to render your model all the time to see the sharp details of what you are doing. I'm still not sure, but so far I get the idea that it is more interesting for people who make things for for example Unity or Unreal, then for SL. It might become handy in SL 2.0. But when other SL creators can convince me otherwise, of course I'll adjust my opinion.
  21. Thanks for your reply. I have been reading a some more in the meanwhile. What really seems interesting to me is the particle painting. A lot of other things I see, can be done in Bodypaint as well. Comments from C4D users are very different, some are very enthousiast, but there seem to be some downsides as well. The most important one for me is that SP doesn't export very well to Photoshop, the layers from SP seem to come out flattened. A steep learning curve...hmmz. I was thinking maybe to download the free 30 days trial, but when you have to learn a lot before you get the pleasure out of it, I'm not sure it is worth the time investment. I still don't master most features in Bodypaint...Studying your tools can be very helpful, but the result comes always in the end. But when you want to realise your ideas you need them from the start. There are often too many ideas in the way to take the time to study new techniques. That causes that I mainly try to realise them it with the means that are at my disposal. When you look at those shiny polished tutorials it seemed all so easy...
  22. I wonder, Substance Painter, is it worth the money (and time investement to learn the program) for meshmakers in SL? Who of you has experience with the program? What is your opinion? So far I work mainly in Photoshop to texture my meshes. Besides I use Body Paint in c4d. Anybody around who knows both Body Paint and Substance Painter? Does SP add any value above Body Paint?
  23. I'm not sure, but I guess it has something to do with the phong shading. Try to adjust that in your 3D program, by choosing a different degree for the phong shading. Or you could make a few breaks in the phong shading.
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