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Madeliefste Oh

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Posts posted by Madeliefste Oh

  1. I didn't even know RC LeTigre is a server. I thought is was the name of a group of sims. In my mind it had nothing do with me, cause I'm on a 'normal mainland sim'. 

    But okay, I get it now... back to the sandbox.

  2. I have used the Mesh project viewer for weeks to upload models to Agni. And now suddenly the option 'Upload model' is not available anymore. When I go to Aditi the option is still there. But at Agni it just had dissappeared.

    The version I use is: 2.8.1.39677

    What can I do to get the 'upload model' option back again?

     

    Edit: I can upload in the mesh sandboxes. But for some time I could upload on my own land as well (mainland). That is just seems not possible anymore.

  3. My sales were average.

    In general I sell about 80% on the Marketplace and 20% in world. Yesterday it was about 60% on Marketplace and 40% in world. But those days happens now and then. Sometimes there are big shoppers that buy about half of the available merchandise in the store, those customers have influence on the percentage of sales coming from the main store.

  4. Sometimes it happens to people that their account is put on hold by LL when LL thinks there is something suspecious going on. In many cases I have heard of the account is available again within a week or two, when the holder of the account was not involved in anything bad. 

    So even when  you are always playing by the rules and never do anything against TOS your account can be put on hold.

    Now my question is: what will happen to your merchandise that is delivered by DD when your account is put on hold?

    I suppose it is not possible to sell anything anymore in the marketplace. Please correct me if I'm wrong.


  5. Would it be possible to have a new permission option called 'user license'?

    People still seem to think that it is allowed to resell full permission items as full permission items, despite the terms of use of the original creator state different. Marking the item not as a 'full perms' item, but as a 'user licensed' item might help to avoid this confusion.


  6. Vincent Nacon wrote:


    Madeliefste Oh wrote:

    The templates from Chip Midnight and Robin Wood are in SL the standards on which skins and clothes are designed. I'm not aware of any other 'standards', but I would like to hear from you which standards you mean.

    I think we might be confused between few things about "standards".

    As you should know, Chip and Robin didn't create UV mapping for SL's avatar, as it can't be changed.  Linden Lab created the UV map, however... wouldn't call it as standard for that matter either. They made it simple and dumbed down for anyone to create texture for clothes. They left behind a too much voids that could have been used; like independent arms and foot.


    But despite your problems with the UV mapping of the SL avatar, the largest branche of the virtual goods market in SL is based on these maps. It might not be a standard in 3D design, but it is a standard in SL.

    Following this 'bad example' that LL has set, I want to make it simple to create textures for my meshes.


  7. ralph Alderton wrote:

    Why should the back of the fan occupy the same size area on the UV ?

    Because every pixel counts when you are making objects for realtime streaming worlds. The back and front need to be the same size otherwise the back will be a different resolution to the front. The back will have less pixels and won't look as good as the front.

     Also it makes matching up the front and back seems more difficult for your customers if the back and the front don't share the same amount of pixels on the UV map, for symetrical objects

    You should also only be supplying a maximum 512x512 UV map for an object of this size, so every pixel really does count. You don't want the back to look fuzzier than the front


    I don't agree with you. In this design the front site is much more important then the back site. A fan is worn with the front site to be seen by the world, the backsite might be shown now and then when the avatar moves with the fan, but much less then the front.So because every pixels counts, I like the best quality to be on the front site, and not loose valuabe pixels for use at the back that will get a lot less attention.

    And also when the fan is not used as an avatar attachment but as a decoration it is most likely that the fan will hang against a wall,showing the front, not the back.

    Making the front and backsides match is not needed in this design. At the sides the paper is covered by the sticks, so a matching seams is not needed there. Since the object is rather flat, you cannot look at the front and the back site at the same time anyway, so nobody is able to see if the seams match at the top and the bottum.


    While we're at it, your sticks have not been unwrapped they are just planar mapped, straight through right now. The texture would drag down the sides. you need to  unwrap the sticks, so each side of the stick is available for texture mapping

    The sticks are very thin at the sides, and the object won't be rezzed at a very large size, so this planar mapping is not a real problem either in my opinion. You only will see the sides when you cam really close with the camera. Who will be interested to zoom in at the sides of sticks, when the fan paper is the eye catcher in the design?

     

     


  8. ralph Alderton wrote:

     

    The back and front UV's for the fan should be the same size - right now the back is smaller


     

    Why?


    ralph Alderton wrote:

    As Vincent suggests the sticks should be stacked and there are ALSO way too many  vertical verts and edges in the sticks. As there are 10 sticks that's a whole bunch of unecessary polygons

    Also the knob looks seriously dense with  verts and edges as it appears white in the UV - more optimisation needed

     

    Yes, you are right. This is not a final model I will put for sale, because the model is still too prim heavy. The final model uses less polygons and has a prim count of 3.

    But this is what I just had for hand to show people who don't know anything about mesh or texturing mesh how a UV map might look.

     

     


  9. Vincent Nacon wrote:

     

    Not trying to be mean or attacking you but.... your UV mapping and texture size is making me cringes.  You really should think about using up all of the unused spaces in a texture. and simpfity texture's DPI to the least instead of most.

    For a example, line up all of the wooden sticks straight and stack them next to each others. Flatten and straighten out the fin-paper into rectangle to add more pixels into the area for more details. This way you can take up about 95% of the UV's area instead. If you're worried about the dissorten of the image for the fin, you could apply Photoshop's spherize dissort or polar coord. filter to rectangle.

     

    On other hand, if you're thinking about your customers and make it easy for them to texture their own?  While it's a nice idea, but it scream a big no-no for me. Full perm is even worst for the markut wiet and your own sales.

    Thanks for your feed back. I see comments from people with a critical eye more as a present then as an attack.

    When it comes to efficiency of using texture space, you are right. But on the other hand skin- and fashion artists work with non effecient used texture space for years already. So it is a kind of format the community is used to.

    But with the sticks you have a point. It would even make it more easy to apply a wood texture to them when all sticks are lined up next to each other.

  10. For texturing I like to work on a big canvas, because you can always shrink back in size without loosing quality. Now I made a UV Map on a 2048 x 2048 canvas. When I upload the image to SL as a 1024 x 1024 texture the texture fits perfect on the mesh (the fan in the back). But now when I shrink to size back to 512 x 512 the UV map doesn't fit the mesh anymore (the fan in the front), but it includes the outline of the UVmap.

     UVMappingTexturesize.jpg

    Is this a bug? Or what is happening here?

  11. So you would need a whole bunch of licenses, Pamela. Permission to make derivals of the mesh its self. And since LL does not allow you to upload a mesh model when you are not the IP right holder, you will need a permission from the original creator to allow you to upload your version of the original.

    Would it bother you when one of the conditions for the upload permission would be credits. For example a line in your productdescription or in a attached notecard that says 'This piece of furniture was modeled after the orginal 'lounge-chair' by cYo'?

  12. Yeah, the more I think about it, the better I like the idea.

    It would also set a kind of bottum price or virtual goods. Take the example of the fan. A fashion designer want to add the fan to her design, and she also has the idea to put in some animations. The bottum price of her design would always be the derival amount that is paid to the creator of the fan and the creator of the animations. Upto that bottum price she can add the value of her own work and come to a final price for the end user.


  13. Parrish Ashbourne wrote:

     I started SL about 4 years ago with zero 3D build, scripting, animation, or marketing experience.  I managed to learn enough in SL on my own, to get a RL full time 3D building job out side of SL.  If I hadn't had been able to buy full perm building components to get started I would have had a very hard time getting to where I'm at today. 


    Congratulations. That's one of the advantage of 'playing' SL, it gives you the possibility to learn a lot of skills, it's learning in the playfull way. Like you I had no experience with 3D at all when I first came to SL. I became interested in it because sculpties became possibility in SL. First as a buyer, I bought collars and sleeves for blouses, pockets to put on pants and those kind of things. Because I often found them so hard to texture I became interested in 3D, as a tool to help me texturing them. And there started a new love that didn't end till today.

    For me it is the same as for you: If I hadn't been able to buy full perms sculpties I probably would have never developped the interest in 3D.

    But also people like Domino and Gaia have contributed to my development as 3D creator. They are important because they help me to understand Blender and to 'translate' it for SL. And some people on the content creation forums who are always helping to answer  your questions.

    I think we more or less all own credits to other SL residents, whether it is to people who share their knowledge about marketing, who make their scripts available and even to those who learned you as a newbie how to fit your shoes.

    We do not all love the same things. I for example have tried scripting for a blue monday, but it's nothing for me. I can understand that there are people who love to script, but I cannot feel a bit of this love myself, nothing of it inspires me. So when I have an idea that needs a script I buy one or I seek cooperation with a scripter to realise the idea together. When I think an animation would put extra value to a product, I buy one or seek cooperation with an animator.

    This new development of mesh might be a good stimulation for others to give it a try to work with 3D. Some will love it and become mesh masters by time and some will just not have a click with 3D, like I have no click with scripting. And within a few years somebody who has always been a furniture designer in SL might say: "I never had any experience with 3D but then Linden Lab came with mesh. And now I work for Pixar."

    But for the people who just don't have the click with 3D or find the learning route to stiff or rather spend their time on the form of creation they really love, it just want to offer a possibility to work with it with their own talents.

     

     

  14. Thanks for the info, Daniel


    Rage Riptide wrote:

    Where there is a problem, there will be found a solution.

    Someone will no doubt make a site especially for transfering mesh products wholesale. i.e. Full permissons.

    A  mesh warehouse does not have to sell only to SL. Like Turbosquid and many others, they can sell to anyone and as such make money by taking a cut of sales.

    On Turbosquid, a decent car is about $100... but would SL residents pay that much for the same thing which would be optimised for SL, I think it's worth more with the extra work needed to make a renderable mesh into a game object but $100?

     

    When you are a mesh maker and you have no clients and no idea how to market your products a site like Turbosquid is good for you. They bring you the clients you are not able to get on your own, and for that you pay them a percentage of your sales.

    But why should I pay this percentage when I'm the one who brings in my own clients for my models? I rather like the idea to have my own e-commerce site where as an adittional service my SL customers can by the orginals. (At least if I decide to sell those originals, I'm still not sure about this). The other advantage of your own site in stead if using Turbosquid is that I could offer the possibility to pay in Linden dollars, which Turbosquid cannot do ofcourse.

  15. Yes, that would be a fair system that rewards all original creators that contribute to an end product. It would also be good to stimulate the join of several talents combined in the end product. I vote for it.

    The only minus is, we don't have such a system. And you know how hard it is to convice LL about good ideas.

  16. It is just as unsustainable as the market of full perms textures. People who make their own textures have to compete with builders who buy full perms packages and 'just slap them on builds'.

    But you are not concerned about full perms textures. Do they not devalue virtual goods?

    And prims? You don't even have to buy them... they are freely available for everybody, full perms and all. Do they also devalue virtual goods?


  17. ralph Alderton wrote:

    If you are a mesh artists and creator, say no to full perm mesh. You'll make more money by keeping your content exclusive to your shop. But if you want to your products to make less and less money over time and produce products that have a very short shelf life, go ahead and make full perm stuff, undermine the marketplace, encourage price dumping and generally wreck the marketplace with hundreds of re-textured, samey, samey, spam products

    Just say no to full perms, value your own work guys and gals. You'll make far more money.

     

    I do value my work, but I look at it from a very different angle as you. For me an empty mesh is just half a product. Like untextured buildings are just half a product.

    You feel the need for full perms textures and scripts. Probably because you are not good at texturing and scripting yourself. For you it is perfectly okay that texture creators sell their merchandise full perms. And that is logic, only a very few people have all talents that are needed to be combined to make great SL products.

    But there are also people who are dammed good with texturing but cannot make sculpties or meshes, but would like to be able to buy these kind of products full perms. For the same reason as you have the need for full perms textures. It's the part of the job they cannot do themselve.

    I like to cooperate in SL, I do that on small scale in my own business, and I do that on large scale by offering full perms products with user licenses.

  18. The only stupid questions are the questions not asked.

    The blanc model you see on top is the actual mesh model. The textured ones with the flowers is an example of how it possibibly can be textured. Now for example when you make a flamingo dancing dress you can combine it with a fan that perfectly fits the design of your dress. To create this fan you use the mesh template.The template is ment to be worked on in Photoshop or Gimp or such a program. So far you don't need any model to take outsite SL.

    Now this example is maybe not the best example to show why people still might need models to work on. Cause the design of this meshs is rather flat. You can easily imagen how the pattern of the UV map fits the mesh in SL.But when you have a more complicated model with many seams, like for example a mesh jacket. You can texture a mesh jacket also with help of the UV map. But there are also people who work in programs like Photoshop Extended to paint on models, because this makes is much easier to texture the seams.

    Now that is what my question is about. Do creators feel the need to work on models in 3d paint programs, or are they perfectly fine with templates?

     

     

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