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Kyrah Abattoir

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Everything posted by Kyrah Abattoir

  1. Once the mesh bodypart is setup properly, simply wearing a system garment/skin tatoo/universal, will automatically update the texture on the mesh. That will depend of the maker and whatnot, but there's gonna have to be something like a "BoM mode" kind of toggle I assume. Once bodies decide which BoM layers they will use and for what, it will be time to annoy your favourite applier makers to provide BoM compatible layers. (To be clear, this is not a lot of work, about as much as adding existing textures to a new applier.) I'll try to make an example but BoM is not restricted to old skins, old skins where also only 512x512 in resolution, BoM supports up to 1024x1024, like your typical applier.
  2. It's debatable, I made a corseted outfit for a mesh body, it's supposed to look tight, in fact it's modeled in such a way that it digs a good inch into the waist of the mesh body i made it for. As a mesh garment creator, the only places I really care about matching the body is where the garment ends. For the parts that are supposed to be covered, because I'll sometimes use a completely different geometry, for the sake of optimization, or simply because the details I'm making necessitate it, I can't really gurantee that it will always be perfectly on top of the body's skin at any slider/pose. The way mesh bodies use slices to show/hide sections is not magical, it's in fact very very crude: It is literally made by cutting up the body in what is, effectively dozens of "separate" models maquerading as a single continuous one. Each separate mesh that is displayed on screen has a fixed overhead, no matter how complex it is. Alpha masks are a far more efficient way of hiding body parts. Why? Because despite being (slightly) more expensive to render, in the end there is only ONE mesh to skin to the skeleton, transform, texture and light, instead of "fifty something".
  3. If you feel like going the extra mile, you can create a grayscale texture (pure black being "lowest" and pure white being "highest") for your jewelry that represents the "height" of the different details and use a tools like https://cpetry.github.io/NormalMap-Online/ to produce a normal map, which will give the illusion of depth and can complement the effect further. Here is a 5 minute example
  4. If you're gonna add BoM support to your meshs think long and hard which layers you're going to use for your product (keeping in mind potential conflicts & what other creators end up doing) And once you did? Don't change it on a whim. Script wise it's as easy as applying a specific texture to an item.
  5. No, a thousand times no. Already too much texture memory is being used by people who don't understand the concept of texture tiling.
  6. Should come quickly, it's already in the FS source for those who compile it themselves.
  7. That's where you contact the creator (if they still exist) and pester them to update their product (if possible).
  8. Plus BOM supports 102x1024. so it's STILL an upgrade from system. Good point, i might work on this for my mesh body, and maybe make some fun skin overlays.
  9. For me the biggest improvement bow will bring is POSSIBLY the death of onion skin avatars and alpha slices. You have any idea how much of a performance boost this potentially represents
  10. Or just mention on your product pictures that "for best results advanced lighting is recommended" It's what I do.
  11. You can make reasonable "cover" lods for clothes without exploding your complexity score. But then your complexity score will usually be higher than your triangle count (personal experience there). Now of course if you want to shoot BELOW your tricount, you have to dump lods. Imho a good adjustment to complexity would be to have some kind of penality for objects that are composed of many meshs with a lot of "faces" that have a low triangle count compared to the whole object. And I'm sure you'll have guessed what I'm targeting with this.
  12. And I like the idea of parcel/region limits. But I don't see this kind of power being given to us filthy landlubbers.
  13. I always chuckle when i'm informed that my avatar is currently being derendered: When it happens i'm typically at 30-40K complexity and everyone around me is 200-300K+.
  14. I just discovered this youtube channel, it has a lot more things so I'll probably post more of it now and then.
  15. Warning this is NOT a video serie involving blender or any other modeling program, it was a video serie made for the source engine map editor. That being said, I believe it showcases general good practices and a lot of good ways to approach environment construction that is focused on getting the most out of texture recycling, (without baking lighting). YOU CANNOT USE VALVE HAMMER EDITOR TO MAKE MODELS FOR SL (but you can still watch this and learn a few things) While BSP brush modeling is pretty different from Blender, 3dsMax (or other modeling packages), this isn't so much about the "technique" and more about getting the best out of good textures that can be recycled across multiple projects, or as part of a "set" of matching structures. Architectural work is typically where texture recycling gives the best results. Note that the "detailing" video adds a lot of props, but those props are typically reused many many times in multiple maps, so you might want to keep props "light" and leave the final user of the house do his own decoration. Adding too much can sometimes make your product less useful in the end. THere is still a lot of very important elements such as those floor borders and stair details, which help to make the environment more belieaveable and cost very little to render. The landscaping part is not so useful if you are just making the house but it's always interesting even if you're just decorating and trying to make your parcel look unique. The last part is mostly about lighting and framing the playable space, but again, this can be extrapolated as a creative way to set boundaries between your parcel and the parcel nextdoor that doesn't necessarily involve huge privacy walls. And hell, might even be pleasing to your neighbor?
  16. It's true we don't "need" any of that stuff, but I can tell you that my first day working on Unity was... pretty daunting. Staring at that blank, void world, full of possibilities, but also providing me absolutely nothing to prop my work upon. We take a lot of what SL provides for granted, the fact that we all come with a stock avatar, with reasonable controls, a ground, a sun/moon cycle, prims and a hearty default library ment that, at least in the early days, we wheren't just dropped into an oppressive void.
  17. Social medias tend to create this weird and perverse idea that it's more important to appear to have fun than "have fun". It's also getting harder to separate art from advertisement in this. Betwee uuhh. Are they having fun? Are they pretending to have fun as an artistic expression? Are they pretending to have fun in order to promote a business?
  18. It's not for a specific project really, just a general problem waiting for an application. Groups aren't really an option because the access should be tied to the fob itself and not the user using it.
  19. That, and using blatently pirated software >_>.
  20. This makes way too much sense, I see less and less original scripting nowadays...
  21. And you know exactly why I made this comment.
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