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Bitsy Buccaneer

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Everything posted by Bitsy Buccaneer

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Something like that would help me a great deal. My inventory got out of control during the years when I was most ill and trying to get it cleaned up and reduced has been more than I can manage. It's a huge task now and I really need a way to break it down into smaller bits without getting distracted by a hundred other folders. With something like your proposal, it would be easier for me to do a bit here and there, or set up sorting/cleaning projects to do inworld. What I would really like is a way to put infrequently used items into a separate searchable folder structure which isn't downloaded every single time I log in. We don't have a house on the sim at present, but probably will again. Do I box it all up (and undo the nice multi-layered folder structure I spent so much time creating) or do I keep letting it add to my inventory count? Same thing with seasonal decor and such. IMO it would be nice to have the option to choose whether or not those things were loaded up at any given log-in.
  9. All of those circles would fit well with your rez-on-demand approach to building, Penny. So it wouldn't take much by way of land or LI to make it work, maybe a simple build to show the descent and then detailed sections rezzed as needed.
  10. Rest well then. We can continue this later.
  11. I would like to be a wild-eyed squid with faster than light space-travelling capabilities who speaks in burbles.
  12. I did say 'part of your thinking'. I don't understand why you say 'constant frustration'. Can you not find places in real life to be united with others and do things together?
  13. Let's try this another way then. Is this part of your thinking, media? 1) Some games are set up around cooperation between players. 2) Life doesn't have rules, so it's not set up around cooperation.
  14. I don't understand what you see as the point of this issue then. Do you not make those sorts of cross-cultural frienships or alliances to achieve common goals in real life as well?
  15. Yes, we agree on much, media. What you say about achieving it only in outer space and online games doesn't fit with my own experience though. For all that parts of the world are going through a divisive, polarised time my experience has been that, in face to face interactions, when I accept someone as they are, they tend to accept me. Occasionally it can take a bit of time, but not that much. This has been true for me with regards to race, ethnicity, gender, age, and pretty much everything else. Location plays a factor, of course. In some places I've lived acceptance has been the norm. Others, not so much. And a couple were quite divided. But even there, it was always possible to make those sorts of connections. Body language, eye contact and a smile can go a long way. Maybe my time in accepting places helped me learn how to reach out in places which aren't. Online though, I've found it much harder and often impossible to break through others' preconceptions if they've slotted me into to their strongly held biases. It's like I don't exist for them as an independent person, just a target for their frustrations, anger and preconceptions. These are my experiences. I respect that other people have different ones.
  16. Depends on what you look at, Alwin. At the heart of it, aren't we all mixed-up confused beings trying to get by and find a bit of safety or contentment however we can? We have different ways of going about it, different circumstances and different definitions of what it all means. When you strip that away though, there are a lot of underlying similiarities. That's how I see it. Do you think that I am so different from you?
  17. I'm not sure I'm understanding you. Could you elaborate please?
  18. I think we carry at least some of those ideas with us wherever we go, even when we nominally set them aside for a different virtual identity. I think we are all truly the same regardless, no matter how others treat us or how we see ourselves.
  19. Have you spoken about this with any likely creators themselves? It matters less what the majority of SL creators might or might not do and more what a few in your niche are happy to support in some way. I would start by building up relationships amongst others who are involved in the genre and asking what they would like to see, what they might hope to gain or be able to contribute. As for the idea of voluntary donation or free rent in exchange for providing ambience, decor and a bit of traffic, that's pretty much what I bring to a friend's sim. It works for both of us because it meets each of our needs in SL. My niche has a lot of ups and downs re sales so making regular rent can be a bit daunting. My store ranks well in a few key searches though, which brings in traffic to the rest of the sim. It seems to me that the focus on mainstores and TPing to them overlooks things like the value of being able to advertise your sim/community in their groups and what any store, no matter the size, might be able to add in terms of getting your place seen via search. Likewise, an umbrella group for the stores in your sim could be a boon to those who are too small to maintain strong groups of their own. Themed shopping events are very popular today, which suggests that there is merit to bringing a collection of merchants together. Just my thoughts. Good luck with your project.
  20. My apologies then. I'll see if I can get my posts removed from the thread. I thought looking at a rezzed object still told you something about it's geometry and construction, even if it's rigged when worn.
  21. Which is why I advocate looking at the geometry itself via wireframe or edit and zooming in and out to see how LoD changes are handled.
  22. post removed lest it further contribute to misinformation on the subject.
  23. Aside from the occasional shudder when I stumble into poorly made content, I haven't changed anything really about how I dress my av and my complexity numbers run under 10k. I generally have to work to get it higher and why do that? System body, good skin, short mesh hair, my favourite shoes (which are probably simple sculpts) as standard. Current clothes are mesh jeans and a lovely poncho top with a Mongolian textile print from a Genre event. Mentioning the latter because its visual interest is from the print, at least to me. It won't be everyone's cup of tea, but if the low complexity of my av has offended anyone's retinal health they've been sufficiently mannered to avoid mentioning it to me inworld. I keep jelly dolls on inworld and usually have it set low. CoolVLViewer handles the jelly dolls notices via a shirt icon in the menu bar rather than a pop up window. A yellow shirt icon appears (explanatory text available as mouseover) when your av isn't rendered by someone else. It's present but not intrusive. That sort of notice in the mainstream viewers would probably reduce a lot of the social tension around jelly dolls. The only thing I miss is watching some of the amusing things mesh body parts and clothes get up to when lag makes for slow rezzing. Sorry fashionistas, all of your stuff hanging about in mid-air can be more interesting to me than the finished product. When it comes to creating, the new ARC information has further increased my efforts to minimising render weight in everything I make. (This includes wearables, decor and furniture, both pre-made FP mesh and my own work.) I'm glad to do that but unfortunately it multiplies the already complicated processes of creating for SL, at least at this stage. At this point, I'm comfortable enough with Blender to be able to make and texture most of my objects but the endless process of optimising 4 level of detail (LoD) and keeping all of them playing nicely with each other can be a bit of a nightmare. It's proven to be too much during times of poor health for me. Jelly dolls and ARC isn't the real issue here, it's how complicated the process is to begin with. My experience is that optimising render weight tends to be multiplicative rather than additive for many of those steps. In short, changes necessary for optimisation can lead to having to redo a lot of that work depending on how far back in the process you need to go, including having to remake each LoD model depending on the nature of the changes. Other people who know more about the insides of these things have suggested that LL could do better with aspects of LoDs and their side of the mesh testing/uploading process. If that's true, and LL broke form to address these issues, it could go a long way towards making it easier for SL's creators to make better render-friendly mesh. I really appreciate the ideas, suggestions and information you share with us, Penny. Seeing how someone else does something, especially when it's thinking outside the box and looking at things in a new way, is great stimulus for my own efforts. Thank you for taking the time to do this.
  24. A Marketplace presence only tells you that the creator has a Marketplace presence. I know of a few who've sadly passed on, others who couldn't afford tier or the time required to manage an inworld store. Some of those seem to have left SL altogether (without taking the MP store down), others come and go depending on RL. Better to check the creator's profile inworld - how ancient are the pic landmarks and groups? - and last log-in dates via the store group. We've had several big changes, like the introduction of mesh, which increased the number of creators starting over with a new store name. Was that five years ago? I can't remember. Sometimes you can find out what an old fav is up to now by asking in a large shopping-oriented group. If you ask about Simone! though you might just hear ad nauseum about the mesh head of that name. Welcome back by the way. When you find an out-of-date LM, are you doing an inventory search on its name? That might help you get rid of a few more.
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