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Kyrah Abattoir

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Everything posted by Kyrah Abattoir

  1. I do feel that I am repeating myself lately, land owner authority should not be negociable. I don't like llTeleportHome specifically because it is the only power we actually have, and as a result, the only one we can use, even for minor transgressions. I still can't see the "potential for griefing" everyone is chirping about when you can just "leave". Please provide examples.
  2. Kyrah Abattoir

    Floor Shadow

    That's how you do it. That being said It's yet another one of those things people like me delete as soon as the furniture is unpacked, and get really really mad when they cannot.
  3. I just found this hair creator, these are not really tutorials but it still show some of his process, and what I'm seeing is excellent. Scalp/hairbase/hairline (very important, not making a hairbase is what typically lead to creators over-layering as an attempt to cover the scalp) Low poly approach. Good understanding of what should be modeled as a hair mass and what should be strands. Good texturing. Here is one of their videos but they have a couple more. (they are overdoing it a bit on the flex stands, but that's the only issue i can see)
  4. You'll also want to be subtle about it because burned in shading has a tendency to work "against" your normal map.
  5. @chaineduplezkittym First one seem interesting but doesn't address the alpha issues you will encounter by over-layering, unless alpha masking is used. Second is not suitable for low polygon modeling unless the mode is remeshed after.
  6. it should really be on by default, what is wrong with the Blender devs...
  7. That is to be expected, internal engine formats are typically export-only and destructive to a degree. They are not designed to be interchange format, but something reasonably fast and suited for the task. In addition, SL export tools such as the ones in Firestorm rebuild a DAE from the model's internal representation within the viewer memory, it bears no relationship to the file you uploaded.
  8. Those usually don't allow commercial use however, worth noting I think. Not that it is gonna stop anyone obviously.
  9. Marvelous designer is closer to some kind of digital sculting tool than 3D modeling and you won't get better at making low poly models no matter how much you practice with it. It is a nice took, but it is the wrong tool to begin low poly modeling. A quick inspection makes it painfully obvious whether A PRODUCT is basically MD's export output with zero remeshing or unwrapping done to it.
  10. If you don't go up you are going down. I believe materials are ordered by name in the export.
  11. I only picked Blender in my example because Blender is free and has excellent tools focused on SL content, but whatever modeling package floats your boat, to make optimized, clean, efficient models for a game/realtime application (SL), I don't have any allegiance to Blender, I worked with 3D Studio for 15 years before I decided to abandon it. It doesn't matter if you use MD, Zbrush, Mudbox, or any of the more sculting/styling oriented tools out there, the output of those tools, is simply not ready for upload. Any creator (even hobbyists) should acquire strong foundational skills in the generalistic 3D package of their choice before, they start diving into those other tools.
  12. The general advice about multi mesh uploads is: "don't".
  13. It sounds to me like you might want to learn more about blender first.
  14. Mind your polycount however, this is gonna ramp up quickly.
  15. Keep in mind that objects that are too small or too thin will be handled as convex hulls even if set to prim.
  16. https://3dtotal.com/tutorials/t/low-polygon-hair-texturing-ben-mathis This seem more suitable to a highly dynamic environment like SL imho. @arton Rotaru's video seem more suited for singleplayer games with limited numbers of characters on screen.
  17. 24L seem like a lot for an upload, can you show a wireframe version?
  18. If you use BoM it doesn't actually matter that you are wasting texture space as the skin+tattoo are fused together server side, you and everyone seeing it only receive one final texture in the end.
  19. It doesn't look like you are using the avastar exporter there?
  20. Honestly your first limit is that scripts have 64K of memory for both the compiled program and the memory during execution. And sure you can communicate between scripts but this is not going to be fast, free, or synchronous.
  21. Eventually we will get LL to accept most of these It might take a few more years.
  22. Because they remain the only "sort of mesh format" that can be serialized to text and back (uuids are text), after that feature was canned during the mesh beta. I know some people still use them to cheat on LI with large objects too, such as off sim landscapes.
  23. You'd think this would be obvious but you aparently need to spell it out for some people: No, you will not be able to use this method to export you MESH body.
  24. Note that those many separate sections are still not free compared to a "single piece" mesh. Models are fed for rendering one by one but there is some incompressible overhead to each onbe of them, think of it like carrying drinks in glasses, it doesn't matter how much of each drink you are carrying, they all need their own glass, even if it's just for a single drop. Computers generally prefer data they can treat in bulk, it is faster to copy a single 10mb file than a thousand 10kb file.
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