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Madeliefste Oh

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Everything posted by Madeliefste Oh

  1. Domsson Lean wrote: If you wonder, here's what I'm trying to go for: Somewhat professional look A bit of retro wouldn't hurt Simple & clean In my opinion the image part of 5a has the most professional look, and none of the fonts has a professional look, they look to me all as 'home made fonts'. The color you have chosen is good for the bit of retro that you aim for. Simple and clean: you are in the right direction with all designs.
  2. Tomos Halsey wrote: No offence but when you say mesh lessons I instantly think you have no idea what you are talking about because thats like saying "how to picture lessons". The term is modeling lessons and as a customer if I'm going to pay you I would expect the proper terminology to be used by the actual teacher The term 'modeling lessons' is used in SL for lessons that teach people how to become a fashion model. I think 'mesh lessons' is not such a bad term at all. It covers all thing that have to do with mesh in SL, not only modeling. It can be for example about UV mapping, or about 'how to work with the SL uploader' or about animating mesh. 'Modeling' does not cover the whole range that people can have questions about.
  3. Ask the name of the friend who has spread your sculpties and name him in your DMCA as well.
  4. Rudjes Clary wrote: I have a paypal account , even that wont do. It is different for several countries, but for most countries a verified paypal account will do to withdraw your money. But when you live in Russia or Ukraïne or such, you need an American bank account attached to your Paypal to be able to get your money.
  5. I really could not find the courage to check them all by hand...
  6. LillyBeth Filth wrote: Sadly, I have never been much of a builder in SL I focus on textures and with my recent issue of not actually being able to see them with ALM turned on, on my iMac makes it impossible to create previews "in world" Great pics from Jenni, indeed. What you see here is the effect of local lights. This works so much stronger in SL for materials then the light of the sun or the moon. You might be able to see the effects as well when you rez a few local lights, and turn on local lights in your preferences. What makes me wonder... this new project 'Sunshine' is that changing something about the influence from the sun on materials, does any of you know?
  7. Instruction 1: You need to get permission from the sculpty maker to make a derivative work.
  8. Pamela Galli wrote: "And we just released a materials test viewer, and materials allow professionally made 3-D models to come into Second Life. So, that’s what’s in the immediate future." He will have to hire some more DMCA agents then, for all these professional made 3D models coming into Second Life, since the hobbyists who upload them are in many cases not the copyright holder of the model.
  9. I think your diffuse texture looks best of all. Every material option shown is reducing the impact of the diffuse in my opinion. In all the material options it looks more like the horseman is made out of chocolate then out of stone.
  10. Congratulations, that you finally made it.
  11. T XbabylonX wrote: Sorry to forget to mention that, I already saving the final file as png. There are two ways to save a png file, as a 24 bits png (without transparency) or as a 32 bits png (with transparency). Do not use the button 'save for web and devices', that gives you the 24 bits png. But use the 'save as' option in stead and those then pgn. This will give you the 32 bits png with transparency.
  12. Sassy Romano wrote: There is no incentive for LL, there is no driver for it and in my view, implementing materials without this will lead to not just two but (if it ever gets implemented), three classes of mesh. There will be "original mesh", undeformed, diffuse map only. There will be "new mesh", undeformed, diffuse, specular and normal map There will be "newer mesh", deformer, diffuse, spec and normal map Materials is not a new form of mesh. It is more then all a new from of texturing, that can be applied to mesh, to sculpties and to prims. It changes nothing about the shape of the mesh or the prim... only you have more texture layers now for suggesting height differences and shininess on your object.
  13. Madeliefste Oh

    Prim count?

    They should add the field land impact. Though in many cases customers might want to know the land impact above the prim count, it still are different things. And there are cases where a customer might want to know both. For example on the picture as a jar with a lid, the lid is not on the jar, but next to the jar. When you look at land impact only, this does not tell you if the jar and the lid are two different objects, it can be two linked 0,5 LI prims, or it can be just a single object (one mesh). When you want a jar with a lid that can be taken on and of the jar, you need an object of two prims.
  14. You can control if your shininess is low or high by your specular map. When your specular map is 100% white, the diffuse textue will be able to reflect the light for 100% When your specular map is 100% black, the diffuse texture will not reflect a single beam of light. All grey tints in between will reflect a certain degree of shininess, depending on the darkness of your grey tone. The darker the grey, the less reflection on the diffuse texture.
  15. I like the plugin for Photoshop, for me it is most handy to have all tools in one program. When you want a stand alone program, there is also a free alternative, the Open Source SS bump Generator, which you can download here
  16. I made an educational package for my customers. For some people it is more easy to learn by seeing how things work then have them explained in words only. I made a materials practice kit to play around with, and see the effects of normal maps and different specular maps on the texture. It is a mesh party hat, with 3 different bump maps and 4 different specular maps (all full perms). It contains a notecard that explains the basic principles of bump mapping and specular mapping. And there is a Photoshop file to make your own texture variations for the hat. You can grab it now in my main store.
  17. Updating an existing product or not? Since I'm over my first prejudices about materials, I have become enthousiastic, and think about updating older products. I had the idea that my 4 icecubes mesh could profit from the material options. I tried several things, but I don't like what comes out. Nor in sunlight, nor with local lights the results are satisfying. I think it has to do with two things. The shape and the color. The shape: The sides of the cubes are very flat, they are just cubes with corner bevels. The upper faces don't point in the same direction, but are all a bit different rotated. When you let one light source interact with the object, it lights only one face. So you need more lights from different directions to get your highligts all around. But that brings in the next problem: the color of the diffuse map is almost white. To highlight white you need a lot of light, because white by nature reflects all ready almost all light. In fact you need to over light it, to get any shininess out of it. That doesn't make the overall result better. My conclusion is that I'm not going to update this product. In my opinion the diffuse texture looks best without further material additions. But I wonder did anyone of you experiment with almost white textures and materials? Someone around who managed to produced for example a realistic white porcelain or a realistic white plastic? I have the idea that it might work better with rounded shaped then with flattened shapes... but I'm curious to hear about experience with shininess on white and off-white textures.
  18. Fashionistas will discover soon enough how to polish their mod shoes and how to hairspray their mod updos But something else. I want to give my nice bumpy grey cube an icy look, I had the idea to make my speculair color icy blue to reach this effect. But now, when I try to control my specular color in the colorfield, it colors also my diffuse texture. And this is not the effect I have in mind at all. The only way I could the effect I want to see is by placing a blue lamp. Any other ways available to influence my specular color without changing the color of my diffuse texture? Or do we just have lamps for this?
  19. I think that in the same spot that you use now for 'Mesh', you have room enough to change the text to: Mesh & Materials It will not be overdone. I did add a standard mesh logo to my boxes just after mesh came out. And at the moment I'm rather in doubt if I will leave it there. When I first did put it, it was mainly to make the difference very clear between my sculpts and my mesh items. But since my sculpt shop and my mesh shop are devided in world, and we now have the full perms mesh category on the marketplace to put the items, the word 'mesh' on all pictures has become superfluous. However when your items are in categories that offers prims, sculpts and mesh in the same category I think it is certainly and advantage to make it clear that your product is made of mesh.
  20. While I was very skeptical two days ago, after some fiddling around with the material system, I'm grapped as well. It is not hard at all to work with it all, once you understand the basics of the system. I have my first product out now with materials. I'm not a fan of updating older products, I always try give things my best shot and make smart choices, so I don't have to come back later to the same item. But now with these materials it might be a different cup of tea... I'm considering to add normal and specular maps to older products as well.
  21. You are very welcome to our in world shops, Wesley
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