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Tonk Tomcat

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Everything posted by Tonk Tomcat

  1. And please, when you just finished your work in Marvelous, the next step will NOT be rigging, no matter what any "SL tutorial" will tell you. The next step is to retopo your object, that means, you rebuild your object as an optimized mesh for a game. (Retopo in blender)
  2. Thats valid if you start working on lowpoly directly. But if you use a highpoly, then the above described workflow is the one and only correct one. In no way it ever can happen that you start doing LODs and even forgot to make UVs, because in that case you would have start to reduce polys on an untextured object, what absolutely makes not sense at all. So if somebody has issues like that, only explanation would be, that they textures the highpoly model aleady or used vertex paint on them. And this is wrong.
  3. To me it sounds like your whole workflow somehow is a bit wrong. Workflow for building mesh is: Build your highpoly object, no uvs needed at all on that. Retopo your highpoly object. That means, you rebuild a lowpoly mesh ontop of your highpoly one, the highpoly is just the reference for baking maps later. After the retopo, you build the UVs on the lowpoly object, bake your maps and texture the low poly one, NOT the highpoly one When you're done, you build the LODs. As long as you don't delete border edges, no uvs are affected in that step.
  4. I'm really sorry to say that, but who ever made this has plain and simple no clue how to do mesh for games. Crap like that does not belong into SL at all. 128k tris for such a simple piece of deco is a bad joke. And the Li doesn't say anything, because what he/she did is just to auto generate crappy LODs that will break really ugly as soon as you zoom out.
  5. If lucky chairs did not change and are the same as i remember them years ago, ppl get stuff for free when they sit on them and don't have to pay. And for free things waiting is always something ppl do. The thing with "rarity" is in my eyes just a creator reason to make a ton of money, because i know a lot of ppl who hated gatchas. They just want a good looking item and not some rarity. Nobody will run around and tell you about the rarity they finally got. But yeah, i'm just a full time creator since 15 years in here, so what do i know I apparently have a different mindset when it comes to cashcowing customers. So i'm happy for you if you find a way to do your system, sorry for the interruption.
  6. How about just selling the items so anybody can buy them instead of trying to build a gatcha-alike thing again? Nobody can tell me that the "customers" like to pay a ton of money or wait ages till they finally get what they really wanted.
  7. Fix for workarounds like that: Just put a general poly limit per object, so you can't link as much as you wanted. Let's call it something similiar like landimpact (e.g: polygon impact, mesh impact, complexity impact or something else), so ppl have numbers to orientate on. And yes, it's totally possible to do this, because in no other game/platform it's possible to use that high poly meshes like you can in sl.
  8. Only one mesh "improvement" is really needed and thats a limit for polycount in the uploader, so all the so called creators can't upload their 100k poly shirts and 300k poly shoes. Little side effect: suddenly you will be able to walk again, even in crowded places.
  9. Idk what the problem should be? Every "normal" user will probably never get banned. If someone gets banned, there most times are reasons. Yeah, if someone sells crap and want to get rid of negativ reviews, it's uncool to block ppl. But ppl are still able to flag and report stuff. If i as a creator decide to not listen stuff at the mp at all and block ppl from my sim, they are also not able to buy from me. And yes, blocking/banning is a good thing, especially if other creators buy your stuff to analyse and imitate your items. I had a a more or less known other creator who did that and even made his mp listing with my brand name in his keywords. Another thing is, fake accounts with stolen creditcard infos. I had that a lot, when LL take back huge amounts of LS, but all the stuff that was sent to other accounts will not come back. So banning those accounts gives you at least a minimal way to protect yourself.
  10. Are you sure you know how 3D works? You can use whatever program you want and retopo your highpoly mesh when you're done to get your lowpoly mesh for a game.
  11. Ahh now i understand the problem. Wow. I never thought every rigged item really comes with the skeleton instead of just a table of weights for each affected vertices. Wouldn't it make a lot more sense to have just a single skeleton and each item says what vertice move with what bone? At least thats how i would try to do something like that.
  12. Yeah, it all adds. But, let's say, you layer optimized rigged meshes, the impact should be way less, no? Because the rigging in the end is the weighted paints on all vertices. Less vertices = less weights = less impact on performance. If you wear high-poly rigged meshes, there's a ton of rigging information for that mesh, so in the end, the polycount is a significant source of lag for the rigging again.
  13. 30% bad mesh is like, very unrealistic. I never see anybody who's wearing optimized mesh. You can go to every event you want and check the meshes there. Or go to all "famous" stores and inspect their meshes. There are a handful of the more known creators who really create optimized meshes, but the majority rushes out highpoly sh*t only. And you can inspect all the avatars running around to see the polycount: 100-300k tris in the shoes, 100k+ tris pants, 150k+ tris tops, + avatar + hair + a ton of accessories. It's easy to see avatars with over a million polygons and way over 500mb of textures. And to just have a clue: A current triple A multiplayer game character has close arround 100k tri count, per character. So yes, the meshes are lagging down everybody, and thats something LL can't fix with "improving" anything in the background, because every single thing we see has to be rendered by the graphics card. The majority of SL meshes does not belong in here or anywhere else. It's a nice to see thing for taking some pictures and take off after, but def nothing to run around and forcing others to have to render all that sh*t on their machines. And yes, in my eyes that's the main problem. Compared to the earlier days of SL we was able to move and walk around, even if there was more than 10 ppl around. The only thing besides some rubber-banding was the grey avatars. Nowadays my computer sounds like a starting aircraft when i go to some events, and thats all because of highpoly meshes.
  14. So, published numbers show that this does NOT belong into SL nor into any other multiplayer 'game', same as 90% of the current mesh content in SL, that is nothing more than a lag producing high-poly ddos-like attack to every SL user.
  15. .... SL standards. I wonder in what reality somebody think this is a standard for a 18 year old plattform.
  16. Most "creators" are like that, sadly. I mean, it's okay if you start doing mesh, everybody started at some point and learned how to do it. But if you are a "famous" brand and still create high-polygon sh*it, there is no excuse. That's just greedy money making without caring about performance to everybody else. So yeah, there are a lot of destroyers, easy to identify, because they take part in nearly all events per month to just make money. Good mesh takes time to create. Without a team working for you, 1-2 events per month is probably the maximum you can do if you create optimized game ready mesh.
  17. Of course, i IMed the creator and told him, but yeah, the answer is what you see in the textbox and thats literally all he said. I guess all his new items will be pretty much the same.
  18. Ah well, i wish more than 1% would at least try to do so. For clothings nearly nobody do any optimizations and as long as they don't have to care about land impact, they think it's not a problem, because the uninformed and/or ignorant customer will buy it anyways, no matter if it's game optimized or not. Best example: Thats an attachment i found on one of the big events, the lower textbox is the answer afteri told the creator that this sh*it is the reason why sl is a lag-fest. I removed names, so i hope thats okay with forums rules.
  19. That's because all of lovely high-poly absolutely zero optimized mesh stuff that mostly every well-known "famous" big brand sells to you. They are lagging sl to death because of profit. Doing good mesh takes time, but, uh oh, they have to take part in 10 events per month, so there is no time, because time is money.
  20. Don't worry, even with the best computer sl will never run great. That's because 99% of all mesh content is made very badly and it's not game optimized low-poly at all, like it is normally in every other game. If you want to run it smooth, get your own sim and only add optimized content. Otherwise we sadly have to live with it that one avatar comes with more polgons like a triple A game whole screen scene and is nearly 1gb of texture data.
  21. Let's be realistic. SL will never be on a mobile phone with the 3D environment, as long as phones can't run Crysis in 120fps. Without any limits on meshes and as long as "famous big brands" upload shoes with 150k polygon count and 500mb textures it's just technically impossible.
  22. Got those error messages from an old and abandoned E2V delivery system what i still use for some older products. I guess you will reveive those error messages, because the used server does not exist anymore. Because you don't receive any respond from the Nuka HUD creator i guess he left and the server is gone, so probably it will not be fixed anymore.
  23. Sadly you even can have a high end computer and sl will not run smooth on it. That's because the majority of the so called creators upload mesh objects in here that would never exist in any game. And because we have nearly no limits while uploading something, this will not change, because uploading those unoptimized meshes is easier and most of the users still buy it, so it's quick profit with costs of good performance for everybody.
  24. And please, if you watch tutorials made for SL, don't create the mesh like you see in those tutorials. Google how to create mesh for games, especially the retopo part is very important. Using ZBrush zremesher is not how to create low poly mesh for games, but sadly all SL amateuer tutorials are like that.
  25. True, a good creator will optimize polygon count and minimize texture usage as low as possible and still showing a decent amount of details. A simple furniture with 22 textures is a huge overkill and if you want to use it for more than just taking a picture and put it back in inventory, then optimize it. Nobody has to zoom close to anything and still be able to see every scratch in the material. If you want to have this, do a movie with a close up zoom, but don't put it in a multiplayer game like sl.
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