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Yan Hoxley

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  1. I never send advertising IMs and who is in my group by free will, is getting only group message about new item. But sometimes I send critical update or enhancement or completely rebuilt update, eg. after some buyers feedback or if I find something I'm not happy about and do not want to sell the item like that, esp if that item was brand new not older than few weeks. So for me blocking seller ad hoc after buying something before you even received any advertising IM might not be very smart @Alyona Su... If some merchant or anybody else sends unwanted IMs = instant block in eye blink of course.
  2. SL meshes are kinda specific... - keeping it lowprim + kinda unfair LI counting for well optimized mesh for all LODS - u need to manually do and upload 4 lowpoly meshes and 1 boundary mesh for literally each object, I bet many creators not bother and just upload 1 mesh without proper LODs - texture limitations and need of use of overlapping UVs when u need more textures on each object, which makes it pain in the ass in any 3D painting software Workflow is more annoying than props for real 3D engines with proper materials like Unity or Unreal. Sometimes it takes me week or more to do good item or pack for sell and that effort is paid by enough sales through the time (or not, if it does not match buyers taste). I would not do custom mesh for hire, unless I would see a potential that more ppl would actually find it useful and eager to buy it, plus I would have extra time, which I ussualy don't have because SL+RL work and life. So I would say many of them are scammers or ppl without job (how come good mesher is not busy with his work) and to pick some honest ones will be not easy, although they sure exist. I introduced SL to some of my friends in same field and once they realized, that workflow is completely different, and SL prices, they were like nah, it's not for me.
  3. well ok, I didn't care much till now... I have seen that hype about something blah blah marketplace in viewer and I kinda thought all the time that THIS will be Marketplace itself in viewer... I thought: "oh cool, thats good idea... Thumb up Linden Lab advertise it well, coz this has sense and when it will be released I will look at it thoroughly". Now I'm dissappointed.... it ended just like another marketplace upload tool, eh why What was wrong with Merchant outbox, 1 second and item or items been sent. Done. No problem. Where is my marketplace integrated in viewer I've believed in, lol? I should have read about it more b4... so pity...
  4. Hey guys, 5 years no problem with Marketplace but it's about week ago when email notifications from Marketplace started to dissappear.... First days of this issue I received sales notifications about half amount of real sales. Next days I received averagely 10% of sales. And what about now? I receive only 1 sale notification in whole day (but over 20 real sales been made that day) You know what message I'm talking about, its this one: Customer XXXXX purchased 2 items from you as part of Order # XXXXX on the Second Life Marketplace All other emails like IM, group etc. (all) works and I'm finding it in my inbox Anyone same problem? What I did to try to resolve it by myself: 1/ Switched off spam filter, added service@mail.secondlife.com to the exceptions... no change 2/ Looked directly to the mail server and spam folder.. nothing there 3/ Today I switched to gmail.com in case something went wrong with email provider settings and manually preset all possible filters like: Never treat as spam ..... Some sales been already made... nothing changed (IM and other emails works like in previous email account) It so annoys me, I've been used to this for 5 yrs to check what been sold and to who, searched there during my support help, coz it's superfast in comparison with extremely slow Marketplace transactions history. Thanks ;)
  5. well that blog not saying us more... as the lamp in example is small, sure it has low LI, my gazebo has also low LI (5) when is small...
  6. nice improvement, seems a bit things could be done for optimized upload but anyway as I see your pillar thingy.. that could be made from 13 sculpts + 1 floor prim (maybe less if I could see wire model) with almost same model detail and it will not depend on size of it... 17 LI (dependable on size!) is too much comfort for this "pillar nothing"(according to level of complexity) In general: Im not english born so my used phrases could be funny or misleading and so on as name of thread etc. so dont call me names lol Cant catch what words or phrases are weird for you all, call my high school eng teacher to beat her
  7. Ive seen your reference'bout it, but everyone could say that... Post some landmark or give us picture + LI of your large model you talking about... I want to see that
  8. for the record, I was working in 3ds max years before I firstly logged into SL... so its not about noob 3D mesh modeler. Some ppl here seem sticked with my expample picture.. yes its converted from sculpty... I know now that seem to be wrong way... but I tried to model even simple meshes starts from draft, lowpoly as possible, and results wasnt good either... I will also try method to upload piece by piece form items and then reassemble in SL and link together, if it will help.. as someone said here... Im thinking about to start make small 3D games for android or PC in some 3d engine to finally have some fun with 3D. Secondlife modelling fun is hardly limited... Imagine how much time took custom uvw mapping of railings and planks on floor and textures render of my gazebo just for nothing. SL meshes are poor from aspect, that you can make complex sculpt + invisible prim boundary (if needed) and it will have 2 prims, even when is 1024x1024m big (or 64m when you resize)... meshes cant compete with sculpts until metric size of meshes will not affect LI You can even build same item from regular prims, and at some metric size, it will start to beat the mesh as the mesh LI rapidly grows with size.... This all kicked my effort to finally do meshes as is native for me.. I still have to just bend and push'n'move vertices of prefabbed sculpt shape... Imagine my 10prim sculpted waterfall... I did 40x20x8m sculpty waterfall wall: It has rock shape + plants + 4 prims with particle scripts + 2 prims with texture animation and sound control menu script + scripted animated water foam + offsim prim (in case someone wants to place it offworld) .. it looks kinda realistic now.. But what if I would like to add realistic boulders, better rock shape and so on and put all the scripts... Am I able to do the same from mesh, with same or almost same LI, with same metric size? NO I am not.
  9. Object has 8900 triangles (even floor is from planks)... in more info it says display weight is highest... Hut is very simple, I expected this object with this simplicity level, will have land impact about 20 anyway so you say alpha railings as solutions... so why I use meshes, if I need make railings as alpha, that hut is all about 3d railings and dropped shadows duh...how can I get some realism with alpha ralings... it looks I will stay stick with sculpties, coz when I will create Hut with 9 prims it will forever stay 9 prims, whatever will happen not depends on size, scripts inside and so on.... and with care it gives good texture bake results Anyway I did small simple wooden boat and it has 25 LI, funny, I can say Im able to do it from one sculpt and it will look almost same... I did nice mesh palm, again nothing, result after making it RL size of palm = 177LI for 2 palms with coconuts (7 LI as small object) In short.... LI stays "normal" and acceptable, until its small... gazebo not works... result is still.. meshes are quite useless coz of land cost and I dont do clothes or wearable objects where nobody cares of LI If this gazebo hut would be made from regular prims it would has around 120 prims (counted it b4 while), if gazebo is transformed into double size than on picture, result is 270 LI still cant see other advance of meshes, than uvw mapping... my builds are based on lowprim from my first created object in SL, I cant just put up with mesh behaving like this and double support with quiestions about prim count, primcount after unlink, primcount after resize, for me meshes looks as quick trick job after V2 fail (after V2 release I stopped to log into SL for quarter of year, then I installed Phoenix/Firestorm to start SL-live again)
  10. Hey there, I've just tried to play with meshes .dae export, all works fine, mapping works and so on, but land impact value is way over what I thought it could be... See the example on picture. Upload setting was average with lowest phys. Source for .dae export was sculpted hut from past + UVW unwrap, not even vertice changed, so its direct mesh export from sculpt objects (I expected same land impact or doubled, not 1800% higher). Every mesh i tried to import had acceptable land impact, only when it had small size... so its kinda useless, worth only for simple mini objects like chair, bucket or anything small with detailed texture mapping.. thats it. Simply you cant have any mesh but small, to stay below 15 - 20 land impact. Well for me... I would be more happy, if I could upload or save custom uvw map for sculptie, rather than all land-expensive meshes...
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