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Violaine Villota

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About Violaine Villota

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  1. It's 2019 and we still don't have an online DMCA form like literally every other major platform with art being distributed, and I think it's been a year now since I posted in the forums about it. I don't think I'm going to hold my breath for things to get fixed...
  2. Okay, thanks. I guess I'm going to have to go with a good mixture of both somehow and try to get the poly count as low as I can. I'm pretty much making my wings geared towards people who will be using ALM because it's going to look the best that way and I just don't want to go back to faked iridescence now that the real thing is possible. Maybe I can put one standard size set in there with a faked iridescent shine I guess, though even without that the AO texture would still be comparable to everything else I've seen on the grid. I also don't think a lot of people know that they can have A
  3. When it comes to making meshes with a lot of detail versus meshes with low detail but a full materials set of resolution texture (larger than 500x500) including normals and specular maps, which is more taxing or laggy? Or would they be about the same? Is it better to add more detail in the textures or in the mesh itself?
  4. @Theresa Tennyson I had been considering using Marvelous Designer at some point in the future, but is that a program we should be avoiding all together or are there ways to optimize the meshes better that people are missing or not doing?
  5. At least Blender has a manual at all, now we just need one that is more SL specific. For instance, is there a single page in the forums, or knowledge base, with basic mesh tips all laid out that isn't outdated? Things like whether drawing vertices from scratch are the best method for low poly SL meshes, or what kind of topology it should be to not break when it's rigged? There are bits of info like this scattered around but no one central place unless I'm missing something. And if I am please prove me wrong with a link. I'm taking my time trying to figure out the workflow th
  6. @Sasy Scarborough Thank you so much! I was not aware of the SL Creators Studio at all, no one wanted to invite me to the club yet I guess, haha. I'm just thankful that the recent wing infringement I came across in SL went surprisingly well when I notified the creator. It's rare that a person is actually willing to work with me and not biting my head off as if I did something wrong by trying to protect my own IP. I usually just file DMCAs to avoid stupid fights but if it's someone whose work I had respected and it seems out of place for them to have a copy of anything I'll contact them d
  7. Like, even the SL wiki is outdated and the supposedly helpful links to where we can learn about what they mention are dead and gone. It's just kinda sad, we just have to rely on community members to offer help and they can't always give it.
  8. Thank you @Motoko Oanomochi yes I agree. Text, with some visual guides or photos are the best. Test mainly because that is the best way to find a piece of information again after it's been possibly forgotten - and with learning curves as large as these with 3D programs, there will always likely be some forgotten tidbits that we need to go back and remember. It's hell having to re-watch hours of video and search through hundreds of bookmarks of tutorials just to find the relevant bit of information needed! But right now that's all we've got. I now copy and paste forum questions and answers in
  9. This!!! I've got a bookmarks folder with probably hundreds of different Blender and Avastar tutorials saved as well as dozens of Youtube videos on the same topic but like you say, they are all fractured and there is no one singular place to go to learn how to make a good usable mesh that won't cause problems later. Even the Avastar site and knowledge base, not everything we need to know is there and often the tutorials are out of date, referring to much older versions of a program. I had bought ZbrushCore over a year ago for if I wanted to dive in and someday sculpt more elaborate (b
  10. Yes, that's also an issue. I've searched all the usual marketplaces for 3D or mesh assets to see if my wings are in there because I had a pretty serious infringement on a big 3D site, but I never find any like what the infringers here on SL are using and if they did obtain a mesh elsewhere it hasn't been disclosed to me. Maybe there's more of them than the ones I have found or they are being sold on a platform from a different country where my search terms would not find anything.
  11. I'm wondering if infringers now more commonly use Gachas if they are selling content they know is infringing or copied from someone else's art, have others noticed an increase with IP theft since gachas became a thing? I only ever find out about them much later after the release, once someone decides they want to sell theirs and even then they are easy to slip by since it's always the poster with all the contents that are shrunken down in the image and harder to detect stolen content. It seems like for me anyway, most of the copies of my work are being distributed in gachas - and disappoin
  12. Ah! Sorry to confuse your comment with hers. Alright, so as long as I don't break the hierarchy I'm good. Is that elephant tutorial the one with the most relevant instructions for what I'm talking about then or would you recommend something different?
  13. Okay cool, that's what I thought initially but then when you said we can't export it as is to SL, I thought you meant that the resulting animation wouldn't work either. I'm glad my first assumption was the right one. I'm thinking now that the hind legs might be the best ones to use, move them to right below the wing bones, and then the hind leg bones that have been moved right below the wing bones, can I make them follow the animations that the wing bones are doing in a similar way? I'm assuming yes, but I am worried about messing up the order of bones in the chain and having it break the wh
  14. Ah, well I assumed that the IK spline would just function to constrain the SL bones being animated, to get them positioned the way I want and then that's how it gets saved when exported. Is that not how it would work? Would the spline only be useful for animations that stay in Blender or can be exported to other 3D programs?
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