Jump to content

Bitsy Buccaneer

  • Content Count

  • Joined

  • Last visited

Everything posted by Bitsy Buccaneer

  1. yes lolcats and the puppy equivalent are called for this evening. a sledgehammer to flatten it into < 20 tri submission would be grand as well. rootbeer gives me burps. stand back.
  2. Not sure how that would work. I checked mine to see. Hit 54 likes given on page 3, out of 9 pages in total. The creation sections had them, which was really nice to be able to do when someone had gone out of his or her way to help others figure out problems and learn. I liked to give them when I had found an answer through the search too, just to say that their work was still helping people two or three years on. I wish that we could still give kudos for those kind of answers, as a way of recognising them and the help they give.
  3. Four LoD levels are required. The mesh uploading system has an auto-generate feature which can be used to make one, two, or three of the models automatically. Sometimes these are alright. Often they are less than optimal visually. They tend to be responsible for the messes we sometimes see as mesh collapses. A second option is to create the models in the 3d software. A third option is to use 'the file above' (the previous lod level). In that case, there is no change between those specific levels. ------- arton is one of two people most responsible for my managing to scale the cliff face that is Blender's learning curve. he likes the swinging people, so it was only appropriate to use that in replying to his reply to me. sorry if it confused you.
  4. Maybe my previous understanding of it was better than I thought, at least until it was cough improved through the forum.
  5. Those squares look a lot like the creator forgot to use the 'smooth' function before uploading. That's a pretty serious oversight. I *thought* worn, rigged mesh stayed a highest LoD, and running at level 4 should force most things to stay at highest LoD anyway. But other than that, it sounds like LoD issues what with falling off at specific distances. There are four LoDs which click in at set distances. (More or less, because this is SL and there are always complicating factors.) If the same model is used for a couple of levels, then you won't see a change between them. Conversely, poorly handled LoDs can mean dramatic changes between them, or a collapse into a mess of triangles. Or a 2d plane or whatever the creator used as the lowest LoD (or let the uploader auto-generate). These are all things set in stone at the time of uploading. The only way to change them is to make different choices and re-upload. That's how it works for LoD on unrigged items. I've been taken to task when daring to comment on rigged things, so I'll leave it to others to give their opinions on those.
  6. If you are using the system/classic avatar's head, then it's the shape and skin (2nd and 3rd in my list) which will influence the look of the face. EVERYTHING else you've mentioned - mesh body, hands, feet, alpha and appliers - don't influence the system avatar face. Ignore those for now. ----- The shape and skin BOTH influence the features for the face. Think of the shape like a ball of clay that you're squishing around to get a nose that you like, and so on. Think of the skin like the paint you put over the clay to bring out details - colour on the lips, some shade under the nose, a bit to define the eyes.... (or a lot, like makeup). And the basic skin tone too. The difference is that (unless you make your own), the paint of any particular skin doesn't change. It's sort of like a cloth mask that drapes over the clay armature of the shape. So the detail on the cloth can sometimes not match up all that well with particular face shape characteristics. Maybe your av shape has full cheeks and the skin creator designed something for a narrower face with prominent cheek bones. That sort of thing. So it's all about getting the two - shape and skin - to work with each other. Since you can't tweak a skin, you can only change to another one or tweak the shape. ----- Back to the skin appliers. Re your question above - the skin will be the skin tone + make-up, shading, etc for all visible bits of the system/classic avatar. Any mesh add-on bits will need a separate appliers to give them their skin tone, shading, etc. Matching skin tones between face and mesh bodies (and feet and hands) tends to be tricky. Those from the same store and in the same tone will be designed to work together. I'm not the best one to give detailed advice on how to shop for that; the whole mesh body thing proved to be more complication than I'm interested in just now. There has been a lot of conversation about it in the forums and inworld groups, so try an archive search in the forums. ----- Bottom line - if you want to use a system/classic head and a mesh body, you need a 'skin' for each. The skin for the mesh body parts is called an applier. You might have to buy each separately, or some creators might package them together. I know I've seen the first. One shape will influence both the system/classic head and the shape of a fitmesh body. Your avatar comes with one from the beginning. You can modify that one or replace it.
  7. Thanks Fluffy and Medhue. It sounds rather straight forward actually, though it will mean moving up from Qavimator to Blender for animations. I see you're using Avastar, Medhue. Can this be done with Blender alone? What priority would you recommend? I hope to make some that are sit poses for objects but also a few that are partial over-rides, like a single hand/arm pose to carry a lamp.
  8. OK, so it's not an issue then. I know I have to create for regular hands, omitting that was never a possibility. I wouldn't even be able to use them myself. Have probably seen too many posts and group discussions from certain types who get disdainful about classic avs. Hopefully that won't extend to non-Bento hands the way it has to standard feet and bodies. Thanks for the reassurance.
  9. Some of the things I make need poses or animations. Simple ones usually, like a custom sit pose for a rideable toy. They often involve some sort of hand positioning for handlebars and such. Now I'm looking for advice on how the new Bento hands affect this sort of thing. I don't have Bento hands and other than testing how my stuff would work with them, don't have any reason or interest in fussing with them. I haven't seen enough examples what other people are doing to get a sense of things. What's the best approach to this sort of pose work right now? Is it a matter of choosing to create for Bento-hands or system avatar compatibility?
  10. I have different problems than dyslexia but I do that sort of thing too. It's just trying to increase the chances that I'm understanding what people are saying. It's me trying to give the conversation my best, but if it's observed it tends to be twisted around to be the opposite. Even worse is how hard it often is to change that impression once it's lodged in someone's mind.
  11. System avatar - the one we're all born with when we first rez into SL. Skin - texture that goes on the system avatar to give it colour and detail. Shape - data for the shape of the system avatar. Head - part of the system avatar defined by shape and detailed by skin. Body - part of the system avatar defined by shape and detailed by skin. The code requires four things to be worn - skin, shape, hairbase and eyes (all system). You can't take one off, only replace it with another one. System is often referred to as 'classic' now. --------- Mesh body - an object (like a very very fancy prim) worn over the system avatar as a visual substitute for it. Applier skin - texture that goes on the mesh body to give it colour and detail. Shape - data which can influence the shape of certain mesh bodies. Mesh head - an object worn over the system avatar as a visual substitute for the head. Bento head - mesh head which uses the new Bento skeleton system. It has extra 'bones' which let it do more stuff, like run animations and be more responsive to shaping. There are Bento hands as well. -------- IMO, it helps to understand that there are essentially two different schemes. The classic/system one is part of every avatar, though it can be made invisible (with a transparent texture as a 'skin'). Some residents choose to wear mesh over all or part of their system avatars. (Sorry if that's too basic. It's incomplete, but a start. It's all a bit confusing.)
  12. Burper just spelled it out. Two premium alts = everything you asked for and more.
  13. tries to decide if I would like a robot that can do my Blendering for me....
  14. I'm amazed by how a furniture purchase can now be instant gratification. Decide I need a new bookcase, have a look online, and it's at my door a few hours later for about the same delivery price as bus fare to the shop. There is something very wrong about this, especially the way the delivery systems exploit the drivers.
  15. Checked while I was in world this evening (re the picture posted above). How could I forget that the hair is Pocket Mirrors? Dear dear dear dear me. Haven't tracked down the skin yet. The bracelet looks very much like one from Eclectica called "Wright" (as in Frank Lloyd), but it's hard to be certain. I was expecting the dress to get a high complexity ranking because it has flexis, several pieces and dozens of sculpted roses around the arms and neckline, but it was 33k. The hair is 11k. Jewelry is 60k. I would have been wearing Victorian ankle boots a friend made, those come in at 26k. Altogether ARC is 130k, not bad for a fancy outfit. Thanks for inspiring a wee jaunt into some good memories.
  16. My SL time this month has to be devoted to building and scripting for a hunt, so no time for trying to get decent pics. Here's an old one though. Hair was free from a freebie place that was like a miniscule version of Free Dove, boxes on the walls from various creators. The dress is Montagne Noire. For the jewelry, I would guess Ecletica. Skin might be whatever Lumae was going by at that point. Heartsick was it?
  17. This musketeer outfit is old school in approach. Rather than being a single mesh piece, the shirt is system with separate pieces for the collar and sleeves (like they used to do with sculpts). Same approach for the trousers, system plus extra pieces where it needs fullness. I'd like to include it because it's also mixed gender, something which is hard to pull off with full mesh clothing. It was a hunt gift from Tamiron Forge (thank you Tam!!!) The women's gift was a lady's gown, which doesn't suit me at all, but I could borrow the sleeves from it to use with the men's musketeer outfit to come up with one I love. That sort of freedom is what SL is all about to me.
  18. If I'm understanding this correctly, SL already has the ability to switch base avatar. They're distinguished as female and male now, but can it not be extended to include improved avatars as well? Then existing content could still be used by choosing an original avatar and LL would be free to make all sorts of improvements to new ones.
  19. You might be able to fake it by using layers and/or masking and darkening parts of the image or playing with the opacity settings for some of the layers. Good luck.
  20. The texture variations are why I bought that particular item, one which was exclusive to an event. The plain knit ones in the store have no interest to me; my interest was all about the prints and how they well they work with the piece. The creator did a great job with choosing scale and laying out the pattern of the prints on the item. So, from my point of view at least, that's one example of something of value which is high quality, desireable, and no longer available since the event closed. The fact that it's still available in a set of textures I don't like doesn't change that for me one bit. You asked for evidence and I gave you some from my personal experience. Where did you use the words "well-established, and well-known stores/creators" and "bigger stores"? I can't find them in this thread. But since you want to use them, Sn@tch and PurpleMoon are certainly well-established, well-known and big (full sims, large groups, busy, high traffic) amongst clothing creators. Baby Monkey continues to be a bit of a legend for shoes, for all that the MM boards at another store get a lot of the fashionistas' attention. Timeless, Texture Me True and Kushi are significant enough amongst texture creators that they are in turn helping other creators get exposure through their sims. Are any of them raking in "thousands of US$ each and every month"? I've had conversations with everyone I mentioned at some point, but I don't know them well enough to ask about their finances and none of them seem to be the kind to brag about it in public. It is obvious from the way they talk that they enjoy the process of making things and have enough creative energy to make extra things for exclusives, promotions and/or gifts. Maybe if they were even bigger and more succesful than they are, they'd some how become compelled to squeeze every last linden out of every single thing they make. I think that's more likely to be a matter of individual temperament than gross profit. In other words, I see no reason to accept your arguments here. Your assessment of why other people do things is the closest you've come to 'evidence'. but the real evidence is that there are valuable, worthwhile, desireable and high quality items which are exclusive to events, and not just to the "gotta have the newest, coolest" set either. Sorry, but your argument just doesn't hold up.
  21. I'm fond of the Genre event and they ask for new, exclusive items so I own several which would qualify. My avatar is currently wearing a poncho from the Mongolian round. It came with five or six different prints in a texture-change HUD. A friend complimented it a few days ago, so I'm not alone in liking it. It was L$100 (another Genre requirement) and I'm very glad I bought it. The same poncho base is offered in the store in plain knit fabrics. I don't know the price but it's nowhere near as interesting IMO. The base was re-used, but the texturing wasn't. Are you going to get so picky with your words again that you find a loophole to sneak through because it wasn't completely unique? I also have a cool Mongolian spiked fiddle from that round. I like the Genre event because it inspires creators to make things they wouldn't normally and also makes it easier for people like me who aren't avid shoppers to find them if we're interested. My best serious pirating trousers came from a gacha event. They were commons, so it wasn't hard or expensive to get the 3 colours I wanted. My favourite hair was from an event. There was time pressure in deciding to buy it, but I don't remember if that was due to it being an event-only exclusive or if it was discounted for the event. And that's from someone who isn't much of a shopper. For successful creators who, by all appearances, love to create and share and aren't limited to a focus on earnings, I put forward Ivey Deschanel (Sn@tch, who made the Mongolian poncho), forum regular Pixieplum Flanagan (Baby Monkey), Xzavia Yifu (Timeless Textures), Gerard Tunwarm (Texture Me True), Kushi Vyper (Kushi's Textures), Tiffy Vella (Eclectica Jewelry) and Poulet Koencamp (PurpleMoon Creations). There will be plenty more, these are just a few who came to mind straight away. Phil, do you not realise how often others in the forum point out the ways in which your thinking and reactions aren't representative of the norm? Or do you just ignore that in order to proceed with your argument? Perhaps your creation became focused on making money, Phil. Maybe that was even the norm once upon a time. But today there are plenty of people in SL who earn enough to meet their monetary needs (whether it's tier or a RL income) and still have some creative energy left over to make something special for an event, promotion or gift. Now if you want to skirt around this by saying it's below your threshold for 'many', give me a number and I'll head over to the fashion forum to ask for suggestions and see if we can't beat it.
  22. Can you prove either of those claims, Phil? Many creators offer high quality, desireable exclusives for an event and don't sell them later. I would guess that they generally make enough of a profit during the event to justify their time and then benefit from the exposure. It seems to be good advertising. Maybe it was different in the boom years, but nowadays I'd wager that the majority of creators do so because they like to create and they like to share what they've made with others. Not all decisions will be seen in terms of maximising profits to their utmost.
  23. Especially given the way so many merchants use a woman's name instead of anything descriptive. Probably with a slightly different spelling than the item from another creator with a nearly but not quite identical name. Hmm, is the one I want Stefani, Stephanie or Steffi? Oh wait, it was Stevie for the hair and Stefani for the jeans and Steffi for the necklace, but none of them are the one I would like to wear.
  • Create New...