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hibit Spad

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Everything posted by hibit Spad

  1. https://wiki.secondlife.com/wiki/Blender Has a list of Blender tutorial sites.
  2. Ac Chosen Few wrote: Not sure where you're getting your information, Hibit. Photoshop's interface hasn't changed significantly in well over a decade. New features with each new version bring slight changes, of course, but the basic design has remained the same. The only general (non-feature-specific) changes I can think of since CS2 are these, if memory serves: 1. "Pallettes" were renamed to "panels". This affects nothing except the wording of help files and tutorials. 2. The toolbox is now collapsible to a single column, in addition to the old 2-column view. I don't remember whethwr this was added with CS2 or CS3 3. All right side panels are now collapsible to buttons. I think this was added with CS3, but again, I don't remember exactly. None of that constitutes what I'd call a "major" change to the interface. Actually it was in a Photoshop tutorial where I heard this, Chosen. I guess one person's major is another person's cosmetic touch up. And I won't argue with you about Gimp's secondary status as an editor. As long as it is free and open source I will keep suggesting it as a possibility for people to get started creating cheaply in SL. For those that find Gimp works for them (and no I am not one of them, unfortunately) The start up costs can't be beat.
  3. CS2???? I haven't looked but I am gonna bet you will have difficulty finding tutorials for that. I believe that in CS3 or 4 Photoshop underwent a major interface redesign. Have you looked at GIMP. Not everyone likes gimp but it is free. For some people the interface just clicks, for others not so much. But its free so you can try it and if you don't like it you can just erase it off your computer.
  4. BunBun LL has been saying for over a year (has it been several years ?) that mesh deformatsion were a hack they did not support and that one day the things were gonna get broken by something they did. So there has been warning out there. I don't mean to sound unsymapthetic but well you took a chance. Now on the positive side of things maybe this would be a good time for L to invest in what avatar2.0 will be like? Its gonna take several years of slow development so if they started now in the backgroun with resident input maybe they would stay on top of the technology curve.
  5. In the Second life wiki page on Blender is a list of some very good tutorials sites. A few of the sites are SL specific. http://wiki.secondlife.com/wiki/Blender
  6. In Blender 2.5x and newer, you can go to the 3d viewport while in edit mode, at the bottom edge should be the select menu. Choose Select looseverts/edges. That should get most if not all of them.
  7. Chosen Few wrote: hibit Spad wrote: I am going to go out on a limb here but, mesh is just a fancy schmancy prim. More accurately, a prim is a very simplistic mesh. Hence the name, "primitive". hibit Spad wrote: if you set the prim to 100% transparent doesnt it make sense that it would act liek an invisiprim? Sounds like you're unfamiliar with the term "invisiprim". It doesn't just mean a prim that is invisible. It's a prim that turns other objects invisible. Invisiprims were the result of a bug in the old renderer in SL. A very specific texture, which was borked in a very specific way, when applied to any surface in SL would end up causing a reversal in the draw order for any 32-bit textured surfaces placed behind it, effectively turning those surfaces invisible. This bug turned out to be useful, so it was deliberately left unfixed for many years. Nowadays, it's no longer of much use, as it is incompatible with the current deferred rendering engine. Before the advent of alpha masks for avatar outfits, it was common practice to use invispirms to hide body parts. It was very common in shoes, for example, where it's often necessary to hide part or all of the avatar's foot.Guess I shouldn't have crawled out onto that limb. Not possible, since, once again, there's no such thing as an "alpha layer". It's an alpha CHANNEL. Layers and channels are entirely different things. This forum is the only place in the known universe where people insist on using the two words interchangeably. It's nonsensical, and it makes things very difficult for newbies trying to learn graphics concepts for the first time. Please, everyone, use correct terminology at all times, lest your contributions here become detrimental, rather than helpful. Sorry, I keep thinking about how in Photoshop you make a new layer and then put your alpha mask on it. Thank you for correcting me btw. One day I will learn the old wisdom about keeping silent when when you don't know.
  8. I am going to go out on a limb here but, mesh is just a fancy schmancy prim. so if you set the prim to 100% transparent doesnt it make sense that it would act liek an invisiprim? Now if you wre to set the material (texture) to be nothing but alpha layer then wouldn't it have the desired behaviour? Just guessing here but this makes sense to me.
  9. Along with these good suggestions look at NCI (New Citizen Inc.). All very good places to learn.
  10. Sounds like you want to do multiple things. Please correct me if I am wrong you want to make multiple holes (or hollows) in a prim. you want to hollow on a different axis. You want to hollow off center. you want to be able to shear and and slice and all the other torture methods on different axis then what has been allowed. so if I understood all that correctly then the answer is .... NO. Sorry. But LL has stated repeatedly ad noseum that this is not going to happen. We currently have scultp and mesh that allow some work around. so if you find prims too limiting you might try those. Please feel free to contact me or post more messages on this forum if you want to know how to get started with those building tools.
  11. I don't even want to think about what we would do without you, Domino, and Masami Kuramoto.
  12. When you link mesh objects with anything else all items start being counted as if they were mesh. So prims, which are in fact vertice heavy, have their costs go skyhigh. the same result for sculpts. So don't link mesh items with anything else.
  13. a couple of possibilities: you left out the medium, low, etc.. LOD level. Apparently SL doesn't like not having an LOD defined. your couch had 3 textures/materials at high but you only had 2 assigned at lower levels. SL needs those same three assigned throughout the lower levels. There is supposed to be a log file that stores these errors try looking for it and see if you don't get more info about the error.
  14. Everybody in this discussion has been focussing on the renderign or graphics crad side of the problem. Let me add another factor in why the graphics quality is low - ISP speeds. SL currently does not work with dial up. and people on low end broadband have problems. If SL were to double the graphics quality tomorrow many people would find SL unusable because of the bandwidth requirements. I wish we could find a way to sync texture databases between SL and my local machine. But that is not gonna happen.
  15. Two really good places to start: http://wiki.secondlife.com/wiki/Mesh http://wiki.secondlife.com/wiki/Blender The second link has some really good tutorial links. Don't be afraid to read the old messages here. Some really good advice and detail info in some of those articles
  16. lets back up and try a source with more complete and detailed responses http://wiki.secondlife.com/wiki/Mesh
  17. If your willing to learn how to use it you might try the cycles rendering engine instead of the older blender engine. Cycles is the new built in render engine that come with blender as of ver. 2.61. The blender engine is old has many problems and is not really maintained anymore. Problem with cycles is you have to learn how to use the nodes compositing system.
  18. A problem your gonna have is that just because you get it to match on your computer does not mean it will match on others. Different windlight settings are gonna affect what each person sees. Also, no two computers are gonna tile the land texture (or even blend it) the same way. On terrain the texture mapping is not done server side but on the individual client side. I would bet that you see details differetnly between two logins on your land. So you not gonna get an exact match.
  19. Very often scultp textures have to be made custom to that sculpt. It's a little thing about UV mapping that is part witchcraft and part science.
  20. Like rolig said you don't need Primstar to export or import .dae files. That capability is built in to Blender. Having said that Primstar 1 and 1.1 will not work in Blender 2.5 or newer. If you want Primstar in Blender 2.6 you need Primstar2 which can be found here http://blog.machinimatrix.org/primstar-2/ .
  21. You said you're using an iMac. How old of a computer is it? which version of osX are you using?
  22. funkilicous wrote: Here's my dilemma I have a small building that's mod so I want to stretch it but the stretch tool makes it ten stories high, what I would like to do is stretch it to fit my land without making it enormous like stretch it left to right to fit the parcel with out stretching the height Probably the new size will violate the rules of a linkset. If it copyable try unlinking things make your changes and relinking. You might have to add a prim to use as root prim or change to a different root prim. I say copyable because that way you still have a good copy if it gets screwed up.
  23. That's the trade off you make Guerlin. Simpler program means more limits on what it will do. There are two programs inworld that will allow you to make sculpts inworld. Both can be found on marketplace. One allows you to make you object in prims and then it wraps around those prims and converts the shape to a sculpt. I can never remember the name of this one. The other one is more powerful but not everyone appreciates the user interface. This is called Sculpt Studio.
  24. https://wiki.secondlife.com/wiki/Blender Has a list of of good tutorial sites for Blender.
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