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Tonk Tomcat

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Everything posted by Tonk Tomcat

  1. Okay, good. So i'm coding my hud to use the pbr material and also add the albedo/normal as a classic texture fallback for non-pbr users. The texture memory count should be more or less the same then (sadly at least in firestorm i only see classic textures in inspect window, pbr memory usage is not visible yet?). The only additional texture for the classic textures is the spec map, but due to the nature of how the classic textures work, I only use very small res 256*256 spec maps.
  2. If you use the albedo and normal map from the pbr mat is that increasing the texture memory or does both count just as the same texture?
  3. Thanks a lot Whirly! That's good to know
  4. Yeah thats why i asked. I couldn't find any news about it so i was wondering if others also have issued with uploading rigged mesh there right now.
  5. Hey, is there any known issue with the beta grid? I can't upload any rigged mesh anymore. Well i can, but it's just invisible and when you click on the right hand it looks like you only wear the convex hull as object. Everything looks fine in the preview window. Old files are also not working anymore. I used local mesh in Firestorm before, but local rigged mesh seems to also not working anymore. My avatar gets completly deformed when i try to apply any rigged local mesh. I'm a bit clueless what to do rn. Did several clean reinstalls already, nothing seems to help.
  6. High poly meshes are plain and simple just hot garbage: It's good looking mesh that doesn't belong into second life. If you do your low poly mesh optimized and add enough geometry in the areas that moves and bends it will also look nice and smoothly. If you go too low in the low poly one, it's very hard to rig it (been there, done that). There is no given polycount, it always depends on your item itself, but you always should try to go as low as possible, but as high as needed to have a decent look.
  7. Oh my! If it's affordable for you i highly suggest TopoGun for retopo. it's super easy to use and very fast.
  8. Did you use zremesher for "retopo"? I know it's a lot of work and it takes a lot of time, but you should try retopo by hand, it would also give you a way better edge flow in your mesh. Zremesher is not really made for retopo, well, at least not for retopo in the matter of creating a low poly game ready mesh. It's more for getting a clean topology within zbrush for further sculpting. I'm glad that the pants is not super dense mesh, tho i still would not consider it as low visually wise. What tri count does the low has in second life? Poly count from the 3d prog doesn't really matter when you want to compare numbers, because within sl you don't see polygons, everything gets triangulated.
  9. Don't play arround with upload numbers and lod settings. Your mesh is not even 50% done, i'm very sad to tell you. You skipped the retopo and baking maps part completely, so you have to go back into your 3D program, use the mesh you have as your reference highpoly mesh and then you build a lowpoly mesh on top of your highpoly mesh. At the end you bake the details from your highpoly to the lowpoly mesh, so you have all the small wrinkles in the texture map. One more thing: When you say the model has 10k polys, it's very hard to believe while seeing every small wrinkle in the mesh already. I bet the tri count in the inspect window is much more higher (i would bet the tri count will be close to 100k or even higher). This is mesh that causes lag as hell in the end. Please, don't upload it like it is into sl.
  10. Oh my. I wonder if people really think you can do decent mesh items within 8 hours. I did a "small" unrigged beanie hat in ~40 hours (and i'm not slow in what i do). For anything bigger, like a tshirt, you easily need 2 weeks fulltime (without counting the time of doing some extra textures) if you create game ready mesh (that means it's optimized handmade lowpoly with baked maps). For rigging you really have to pic some of the bodies and drop others, because at one point it's just not worth the extra time anymore.
  11. It doesn't matter what program you use. What matters is that at the end you retopologize your outfit, that means, you rebuild a low poly version of your creation on top of your outfit and transfer the details on it back with a normal map. (see HERE ) DO NOT upload any outfits from Marvelous into second life, also DO NOT upload any outfits with smooth modifier or in general any high poly outfits into second life. This is a game, thus you have to create game ready, optimized low poly meshes. *especially ppl who always laugh about things like that apparently have no clue about 3d for games.
  12. Also, please, DO NOT just watch "tutorials" showing how to create mesh objects for SL, because 90% do not show how to create game ready mesh. Just watch tutorials teaching how to create game ready meshes, low poly and optimized. Most things you see in SL do not exist in any game because you always have to look on polycount, no matter what even some ppl in the forums tells you. HERE you see how to add details to optimized meshes.
  13. No i'm not wrong, because, why do you think in every single computer game they try to keep the polycount as low as possible? And that counts even more for multiplayer games. Go to any sl event and check out the ppl there, and the majority of worn mesh stuff will be def. above any limit that you'd have for any game content. I already saw shoes with 500mb of textures and worn single attachements with more than 1.5 million polys. Of couse the content is causing issues in sl. Polycount and texture usage is not the only issue, but it also counts a lot to that. Most content "creators" in sl just don't want to spend the needed time to create game content because they want to rush out things to make money. And of course the poly limit will help. You just try to find arguments when you say ppl will try to bypass those limits, but then LL just have to make sure that thats not possible. As long as you don't set any limits, ppl will do what they want, same as rl. No matter if that's bad for everybody else.
  14. Alright, so merging everything to a single script is the way to go to have best performance/memory usage in this case.
  15. So technically those scripts are in an item that listen to HUD commands. The "smaller" one has the listen handle in there and pass informations over to the second one if needed to run some functions then.
  16. So, currently it is like this: [2/2] running scripts, 83 KB allowed memory size limit, 0.001413 ms of CPU time consumed. When i would change the thing to have the small script just be the listener and switching the other one on/off as needed, it would be: [1/2] running scripts, 83 KB allowed memory size limit, 0.000706 ms of CPU time consumed. I'm working on merging both into a single one right now. I'd guess the memory usage will not change dramatically, probably the cpu time will be the same as when you turn one off(?) but the rezzing spike for 2 scripts should reduce to 1 then, so i think even tho it's just a small improvement, it's still an improvement, right?
  17. And that is infact the worst part about that. Even if you would have a better technology for delivering the content, there is not a single game, even the most recent ones, with polycounts that high than in sl. The creators are not lazy, they are ignorant and/or greedy, because they skip the part of retopo the high polygon meshes to release new content fast and make money. If we would have a polygon limit that applies to the needs of this old sl architecture, we could easily have a smooth running world. But as long as there are shoes or single shirts with 1gb of textures (what is like a whole complete small game you can get on steam) and 500k polygon meshes, that's even more than a recent full game character, of course nothing will run smooth, even when they improve the tech behind everything.
  18. Correct me if i'm wrong, but as far as i see you can not create and upload your own meshes into avakin. That's the problem in second life, because most of the "creators" have no clue about how to do game ready meshes.
  19. Thanks That's also what my first idea was, i just wanted to be on the safe side
  20. Let's say you have 2 scripts, one bigger one and a small one with a listen handle. What's the best way to use as less sim ressources as possible? Merge both scripts into one Let the small script control the bigger script (llSetScriptState) so you only have one script running all the time? Or have different script states within the script, but still merge both of them
  21. I so hope strict polygon limits and texture usage are involved in those new directions. Otherwise it will take some more decades till mobiles will be able to render the lovely 500k highpoly, 1 gigabyte texture memory shoes.
  22. 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)
  23. 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.
  24. 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.
  25. 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.
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