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Cube Republic

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Posts posted by Cube Republic

  1. On 9/16/2019 at 5:19 PM, Kyrah Abattoir said:

    I see an awful lot of people who appear to have decided to START with Marvelous Designer. (I'm not going to mention that most of them probably don't have a license but that's beside the point)

    Then they export their work to Blender (or any other modeling package really), and they end up completely swamped, because not only do they have to deal with an extremely complex export, but that mesh is gonna require a lot of cleanup, which requires some serious practice on blender, practice they could have acquired by STARTING in Blender with a much simpler project, and working their way up until they are somewhat comfortable with all the basic modeling skills.

    Before doing anything fancy you need, first and foremost to be able to go in edit mode and build, expand, and fix raw geometry.


    I know the feeling of hopping into some piece of software, expecting to avoid getting into that skill that I don't have, I've been there before.

    I started 3D modeling because I couldn't drawn, and I thought that I could get around the issue that way.

    To this day, I still can't draw :)

    Completely true, without a solid foundation in low poly and subdivision modeling you're going to be banging your head against a wall. These are the fundamental basics all other techniques follow on from. For example distorted meshes will make distorted UV maps, which will give distorted shading, likewise bad loopflow will mess with rigging. But it is very multi disciplined like I said in an earlier post, if you create everything from scratch, you'll be doing the work that would be delegated among several people in a game studio. 

  2. I could speculate a lot of content creators end up creating by accident and don't follow a more traditional path into 3D modelling. Often if people wish to be 3D artists, they start out at school and go onto to do a degree. There's probably not a lot of those types of folk in SL because they're working in their chosen field.

    I think my skill level is OK, but it took a lot of work to get there. It's so multidisciplinary, and of course I was blind to how rubbish my initial output was. I've had to learn everything from sculpting high detail meshes, retopology, UV mapping, texture baking, texture creation, LOD creation, etc. It's a lot of hard work, and second life isn't the most user friendly platform to create for. There's 10 zillion tutorials out there for game dev model creation to get people started. 

    • Like 1

  3. I'm really excited with this release. I make a lot of meshes in zbrush and bake normal maps onto low poly for in-world. I've often found that data from the normals is lost in second life. They seem to have a greater fidelity now. Both images are taken with midday light settings. There still seems to be a problem with gamma though, the vanilla plywood texture blows out under the standard midday setting. 



  4. 3 hours ago, Fushichou Mfume said:

    And yeah, about NOT optimizing for mesh... WTF? Forcing us to choose between looking like Ruth just so we can socialize is NOT a choice. People want to mesh. They want to look good. So figure out how to constrain and guide the mesh makers so that you can effectively optimize for mesh. Like I said above, the only thing SL still really offers me is photography and machinima. You're killing the club/music/social scenes by stubbornly refusing to optimize for mesh

    This is out of touch with the reality of the engineering behind our beloved ancient game. 

    It's up to the creators to optimize the mesh avatars and clothing for the second life system. A single avatar can contain 100,s of 1000s of triangles when you account for the mesh bodies, head, feet, hands, clothes, hair, eyes, jewelry, etc. You're wanting the system to be modified to cope with streaming and you rendering more data than an average block-buster video game. Really it's a miracle any of it works at all given that a lot of content looks like it came straight from Zbrush or with subdivision applied. Part of the problem lies with there being no incentive for creators to optimize their meshes for the grid. Why spend time baking a normal map or making LOD when the land impact is going to be identical or less in some  cases. Plus there isn't anyway of accounting for object count on avatars like there is for land with the 'land impact' settings. Perhaps if avatars were given a kind of land impact setting that they couldn't go above creators  may take some time to look into optimizing their items more and using materials to display creases rather than modelling every one. 

    • Thanks 4

  5. 16 hours ago, Macrocosm Draegonne said:

    I adore your plants and things!  It was one of the first things I found when coming back to SL after being away nearly 5 years.  I had never seen plants so excellently done in SL, but Mesh wasnt much of a thing yet when I left, it was only a few clothing items back then.  You do a fantastic job on LOD and everything, definitely some of my favorite SL objects of all time.  I think I bought half the store my first visit lmao!

    Thanks very much for the compliment.

    • Like 1

  6. 6 hours ago, animats said:

    More impostor testing from my low-LOD generator, Impostor Maker. Not finished yet, but it's free and on Github. Right now I'd suggest this for developers only.. Try it if you like and file issues on Github.


    Low-LOD test. On left, over 800,000 triangles. On right, 34 triangles. This is a reasonable low or lowest LOD model.




    This would be good for lower LODs where folk can't really make out much detail. 2nd LOD is usually easy because it's just dissolving loops which is easy if a neat flow has been kept. 

    • Like 1

  7. On 8/30/2018 at 3:34 PM, Klytyna said:

    Artist - Somebody who creates Art...

    DJ - "Disc Jockey", the person who changes the record at the end of the song... Also accepts "requests" for what record to play next from members of the audience... Does NOT create Art...


    We don't call somebody an "Artist" because they hammered a nail into a wall to hang a painting from...

     Maybe this was the case in 1975, but now DJing can be more like music production. Also it is an art form, keeping people dancing, producing beats on the fly. When you play a musical instrument, you're taking some notation and playing someone elses music, is this hammering a nail into the wall? 

    • Like 1

  8. I use a combination of the following maps in photoshop to compile my materials. 

    • Base colour
    • Ambient occlusion set to multiply - usually 80-100%
    • Concavity also set to multiply - around 40%
    • Convexity set to screen - around 20% - this requires a light touch

    This is  flattened (to avoid seams) exported out and sometimes I then take it to bitmap to material and have a tinker in there  with the roughness controls. I then export the roughness map and use that to modulate the gloss via the normal maps alpha channel. 

    I never bake on lights, Why some folk think this looks good is beyond me. Take any of those objects into a scene where the light isn't the same, and they just look odd and out of place and make the avatar appear full bright. It's so 2012, plus it's a lag fest as often the smallest build contain multiple baked 1024 textures. 


    Edit: I bake most of my maps from high poly mesh made in zbrush or blender

    Edit 2: I use knald for baking, this is well worth the 100 bucks and never lets me down, but there's also 'handplane' which is free

    • Like 1

  9. I saw a 16k tri flower the other day which was no bigger than .125 meters tall. Also grass completely made from tri-polys, which was weird because from just a meter the tips went into sub-pixel broken black lines that looked terrible. Of course these fine works of mesh came with instructions on how to turn your graphics up to 8 in the debug menu. The attitude of the seller, given that they consider themselves a professional is that linden lab is somehow silly for wanting LOD and optimized mesh. Can you imagine a large installation of this kind of mesh, a field of poly grass would grind most machines into the ground. 

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