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blakopal Galicia

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Everything posted by blakopal Galicia

  1. you can also consider creating your own textures with Filter Forge. There are textures online that you can download and tweak, and you can generate your own designs.
  2. blakopal Galicia


    Even better ... here are tutorials on Marvelous Designer and SL, including links to a set of SL avatars in various sizes optimized for MD4. Ditko University tutorials
  3. I agree, Marvelous Designer gives really remarkably realistic fabric effects that just wouldn't be possible, or would take ridiculous amounts of time. I know, I've tried. ... but I would never upload an outfit directly from there. the real skill is being able to optimize 3D models for SL. It is work, but I enjoy the process. I use Cinema 4D to perfect my clothes and do the weighting.
  4. you can create symmetrical pieces ... make one side, then copy, right-click and select "paste symmetrical". this creates mirror image pieces that are linked. if you adjust a point on one piece, or add stitching, it updates on the opposite piece. i think this is new in MD4.
  5. " I was hoping I could take some furniture/houses I already own and turn them into mesh." yeah, that's really stealing someone else's design (also known as IP theft) and is a big no-no. better to make something yourself or find a mesh designer that has created what you're looking for and support them.
  6. i'm happy to share that mesh rigging is now available in C4D ... all you need is the new LL rigged mesh avatar, which contains the rigged avatar and bones. i'm still working out how to get it all to work, but my first tests have been very positive!
  7. it might be possible to do your tree in several mesh segments and animate the segments giving the appearance of a solid mesh tree that is moving. (think trunk, big limbs, smaller limbs with leaves) attaching the mesh objects to each other the same way you would with legacy prims. you can even add flexi prims for leaves that way. mesh doesn't have to mean one solid block.
  8. i also still have non-rigged mesh outfits with the occasional attached mesh pieces where they make sense.
  9. a good mesh should be optimized for LOD ... that is, reducing the number of polygons for "level of detail" when seen at varying distances. in other words, a highly detailed mesh doesn't need to be so highly detailed when viewed from a distance, however, it should still retain the basic shape of whatever it is, and not become a jumbled mess of blocky polygons.
  10. Here's my take on that style. I call it caberet. BlakOpal Chanteuse Dress
  11. All of my clothes are copy/mod ... which allows people to adjust things to fit, with a backup copy if they don't do such a good job the first time.
  12. i use Cinema 4D, but there are several 3D modeling programs available. find one that is in your price range and learn it. also, follow the mesh boards, and look for videos on youTube. there are lots of people posting good tips and 'best practices' to get your mesh to load fast and give the best results. definately get a hang of LOD factors. (the ability to generate mesh of varying complexity depending on the distance it's being viewed). it took me a long time to finally grasp how to create and upload mesh objects that work well in world. but now it's just lots of fun!
  13. something like this Palace Slipper perhaps?
  14. that is the beauty of mesh as attachment. it can be resized just as you resize any other prims. as for others seeing a lump instead of a beautiful mesh object, that's their choice. i say wear mesh everywhere! then those who can't see it will feel left out and (finally!) upgrade their viewers.
  15. i've been doing non rigged mesh attachments in my clothes. the mesh parts rez much faster than sculptys. and i love designing mesh parts, i can get much better detailing than i ever could with sculpts. this also allows me to mix flexi prims with mesh to get softer skirts with movement. this is one outfit as an example. this skirt is mesh with flexi lace. =^.^= blakopal
  16. bodypaint is excellent for working with UVs on your mesh objects. which translates into PSD files for your textures.
  17. one thing i know is you need to export as Collada 1.4 ... 1.5 hasn't worked for me. also, there have been lots of changes in C4D r13. i'm hoping this fixes some of the issues. (i still need to figure this all out).
  18. Cinema 4D r13 appears to have some great improvements for creating for SL. i haven't had a chance to check it all out yet, but it looks like there is a lot that will help with rigging clothes.
  19. i use C4D and have been getting great results. took a while to work out the kinks in my process, but now it's going great. Cinema 4D has excellent modelling tools, making the creation part of the process lots of fun, IMHO. and the combination of C4D-BodyPaint-Photoshop allows me to get as detailed as i like with my outfits. I personally can't stand Blender. but to be fair, i have only opened the program maybe 2 times. the UI is just so awful, i couldn't deal with it.(and now i don't have to hooray). lol. :matte-motes-big-grin:
  20. I've started doing mesh attachments in my newest outfits. If he's interested in some stylish men's wear he could try this. BlakOpal Regency Suit (Marketplace link) or check out our shoppe BlakOpal Designs inworld
  21. i am always amazed at the men who wear the same one outfit all the time. and i'm not talking about noobs either. change it up, make it new, give it your own flair. i really enjoy steampunk and victorian clothes on men (no surprise there, if you've ever seen my designs, lol.) there's nothing better than a man in a well-crafted suit. =^.^=
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