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Motoko Oanomochi

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Everything posted by Motoko Oanomochi

  1. Hello, I use a 3D software using procedures to create a true model, so I can focus only on design, then I choice the platform and the exporter will make the job, by job I mean create triangles, create LoD or not depends the platform targeted, create the uvmap. Sometime I use Blender, Cinema4D to check the result. Of course, it is not so easy, but for plenty of tasks that works nicely, of course that needs a lot of time before make the first model, to be honest, but at the end, a lot of time is spared to designers.
  2. You seem to think I am not agree with you on major points, I don't know why as I read almost peoples here agreed franckly about LoD improvement, and to bring helps for beginners. I agree with you about learn then start selling, but it is often the case, I am optimistic as it is the case. Now what solution you purpose to avoid the "flooding the market wirh crap" ? Honestly, I can't see any good and fair solution, except trust to customers to make the right choice with time and patience. I am yet optimistic about customers are reasonable and not ask Panda Abarth with 450hp oops, they almost did it with Fiat 500, but not yet with 450hp ok ( I joke, don't jump on this. I owned a lot of Italian cars. I am fan.))
  3. Why beginners don't learn the basics first ? First what ? they must learn before come on Second life ? or they can come on Second life to learn. I prefer the second. Other point is you push the idea there is only one good way to create on Second life, it is not true, there are many ways depends the users wish, customers wish too.
  4. I can only answer if you don't make difference between beginners or low skill with griefing, it is a point of view I can't share. About your tool for maya, you know there are lot of mesh simplification tools. Good to know there is one more.
  5. Hello, I saw how you answered to a Linden employee in Sansar forum, your way to answer is not something I am able to understand. And I don't share your point of view about customers. I prefer trust customers point of view, I prefer ask them what they need, and I prefer explain.
  6. It was true, but since last year many users ask about good LoD, it is not yet thousand, but many more than before. So, I can say there is good progress.
  7. And if the price is the same, it could be interesting to see how customers react. Or better put both versions in the same set, and ask your customers what they use ? of course with same materials
  8. In this case, I agree with you it is not the best attitude. Of course, customer has the right to ask for low Li, but it is to the role of the designer to explain the implications. And the designer musts be able to provide the Li / LoD ratio asked by the customer.
  9. I prefer explain, encourage and show the right path. It seems some posts show some users want to punish more or less. It is not my way. I repeat again, I am in favor about new mesh with new Li formula as mesh V2 , with formula inspired by animesh with the goal to encourage better LoD, but not to exclude beginners.
  10. I hope you can yet make the difference between a beginner skill who experiments 3D creation on Second life and griefer. I really hope.
  11. You can ask to add something about LoD in the TOS, but the TOS is the code of conduct. And maybe allow only people to build if they prove they can make perfect LoD under the criteria of the "closed LoD AD club" Good luck.
  12. Then I am sure you understand why beginners are allowed despite they risk to make more mistake than experimented drivers. I never seen a beginner with tank on road, but I understand what you try to say. In any case, how avoid "tank" object on Second life ? there is Li formula for this, actual formula is not the best, we can agree on it, but we must live with it and create a new mesh V2 as animesh was done. It can be quickly done, and I repeat I am sure, plenty of designers will go on it.
  13. You are right, it is a shared environment, as road is, with profesional taxi drivers, professional truck drivers, beginners, experimented drivers, foreign peoples, motorcycle and so one. On side note, I never spoke about softwares I created and continue to support, despite an excellent LoD generator based on model knowledge for mesh and animesh, with full automatic rig and skeleton converter from Sansar to Second life, and more.
  14. As I know, you can download Unity for free and make the 3D objects you want with Blender, for example. User can create on Unity their own little game for personalm use with their objects, even objects with no LoD. And I don't think someone will say something about this. Is it for personal advantages ? of course no, it is very common beginner will work in first on design, and after on technical details. I am on technical side, my main goal is to remove the technical work from designers, so they can use the time to create and not make LoD, and I can say, I have good LoD generator because my softwares know work with model description and not triangles, so the generation of 3D objects triangles and LoD are not linked to the design. So, I am very easy with LoD, contrary about what you think I think good LoD formula will help Second life but Second life musts welcome beginners about build, because plenty of users like Second life for this. I prefer freedom than inquisition, true. I prefer users informed than obliged, I prefer creation and design than push LoD and LoD again, and again more LoD subjects as "hidden" advertisement too.
  15. Hello, I think the best way to help beginners is to have a clear and easy to use formula, I modestly advice something like animesh for a new type mesh, mesh v2 or arctan mesh, with a checkbox to use the new formula, We can imagine a formula like 1 prim = 1024 triangles in size 0 to 32 meters , add 1 prim for upper size , and for LoD the same rule as animesh, triangles 1024 / 512 / 256 / 128 in the 4 LoD. I am very sure lot of designers will use it to make better LoD because the fair and understandable formula and to promote even their skill and design. And I am sure, for the users, who take care of FpS in their Second life activities, will like it.
  16. We can see this from a lot of point of views, the fact is with the mandatory respect for TOS, a sim owner is renting a server with a large freedom to use it for a lot of purposes. During the rent, the owner is a customer who pays and so deserves the service. As it is the case actually, and really Second life is working well. Details and optimization can go together of course, but a designer is not always an engineer or an uvmap specialist or a LoD specialist. And for some use of Second life, as make art or nice pictures , LoD is not a top priority. A lot of peoples use Second life as Bryce was used, as a "photorealistic" render engine for beginner, because Second life is versatile enough. I am not saying Second life can be compared with Bryce directly or photorealistic render engine as V-Ray, I am saying lot of users are using Second life instead of using photorealistic render engine, and for them FpS can go at 8 or even less, if the camera moves well and they see all details they want, all is good. They have this right.
  17. I said, I am in favor about better LoD management as an option to help create better objects for sims with game / role play action goals. But as an option, not mandatory. It is why I think deeply the best way is to create a new type of mesh, let say mesh V2 or arctan mesh, as you wish with LoD management as we already have for animesh.
  18. Hello, Second life is not Unity, Unity has one main goal, despite we can use it for more than game. Second life has infinity of possible use. Second life is significantly more easy to use than Unity. LoD is important for game, of course, but on Second life it musts stay an option for the users who need good LoD. For this users, I agree a better LoD system is necessary to have better FpS on their sims. But a lot of peoples on Second life use this platform as a platform as Bryce was used in the past, and so LoD is less important than details and very detailed objects, even avatars and outfits of course. Because they like to reproduce environment with lot of details. An other main point is Second life is for everybody, beginners and more experimented users. I am in favor about better LoD management as an option to help create better objects for sims with game / role play action goals, for many other use, LoD is not a top priority, very detailed objects are more important. And I forget an other point peoples have yet the right to use their sims or lands, to create and use what they create, they pay for this.
  19. Hello, This topic will help you a lot, I guess.
  20. To make easier example for my attempt to explain Let say we wish to make H2O molecule on Second life. Model is ( draw ( molecule 'H2O ) 'plot '3d ) ok, it is done , What ? don't tell me you use blender for this no seriously ? you don't use Internet knowledge ? you don't use standard RDF file and SparQl language ? Ok my 3D model is done, at least for me it is perfect. Ah and yes, it is so easy to be sure the model will tell the composer, O has not same color as H on the uvmap itself Now, the composer, (setq myModel ( draw ( molecule 'H2O ) 'plot '3d ) ) and of course, something like (compose myModel ('realTimeEngine ( 'LOD 3 ) ) ) I decomposed a lot, but the fact to assign the model to a variable calls the composer automatically, of course. Function draw can take a lot of parameters, and of course you can ask myModel to be rendered as preview, and the nice thing it is possible to edit it by hands ! and the variable myModel will memorise all change made by hands. And finally export it , ( export myModel ('secondLife 'LPE 'SLLODRulesName 'Dae ) ) All done I made the demonstration at SLB, in the past, some years ago with more complex stuffs
  21. I will take the risk to say, for example a cloth software with name begins by M ... and ends by R is a good example. Ok, I know already it is the worse example for lot of peoples here, and I already opened my umbrella, but there is nice tools to create a true composer with auto rig for real time engine for this software. Same things for Sketchup, a clue with Sketchup is to use this software to create elements of the house, and not the all house, so you can use these elements easily under Cinema4D and even blender, yes even blender which has a nice function with grid magnet
  22. Hello, There are many ways to design 3D objects, but there is one almost never mentioned here, for purpose ? I am doing it in this post. A 3D object implies 3 steps : 1, design , a design totally disconnected of the final render engine you target, really totally disconnected. I will take examples after1. By design, I speak about the precise description of the objects, by formulae, by pure design, by program, by hands too. Or a mix of all of these. 2, how the model will composed by quad / polygon. In this step, it is important to target the render engine you choice, but with the composer musts to work even if you return on step one and change the model, no matter, the composer will generate new quad / polygon. It is where you create LOD too, and as the composer has a deep knowledge of its task and model, no need to waste time of human designers here. 3, exporter, an important step where you will explain to the software the format you wish and how to assemble or disassemble all the parts of the design to generate the format of your choice. Examples : Step 1, a simple model, let say a tube deformed to make a nice bottle, I will describe my tube with a formulae, it is an example, you can do it manually, by hands and mouse or Wacom . Let write something as ( tube ( splinecurve ( x,yz) (...) (...) ) additional parameters as nocap ) nocap to keep the hole of the bottle So my model is a formulae, but I can add manually on the 3D model a break point and curve by hand the upper part of the bottle as example. An other example, a wall , I make a simple schema of a wall, almost a cube and I add by description 3 windows, by default the windows will have a standard shape, I can change it of course, and I can of course change the position of windows by formulae, by hands, randomly even for the fun. It is how the first step musts to be done. At this step, it is pure design, and at no moment I need think about mesh composing. Now step 2, I will choice firstly the type of render engine, real time, half real time or photorealism sometime called "offline". After this, I will choice many parameters, quad or not, auto adaptation, number of LOD, and so one. Of course, the composer knows the model perfectly and creates perfect LOD for my wall or tubes, because composer and designer are disconnected but composer knows the model enough. It is why the same model will use 1500 polygons or 15000 polygons or more depends the render engine I target. It is why for example, a displacement will generate polygons for photorealism engine and will generate texture for real time engine ! it is why there is checkboxes to select the render engine, and of course, why not add Second life and Sansar, as we added Infinite Sim on 2014 / 2015 largely before Sansar And of course, I can change the model and ask to the composer new generation and change the render engine at any time. Step 3, the exporter, it is where I will select the file format and many parameters to be sure the file will be uploaded easily and with minimal effort on the target platform.
  23. Hello, On the past, SL was used a lot for architect preview, it is a reality, and really we don't care the dae file is on SL platform, because there is no problem with TOS, the dae file is not the model. Now, there is Sansar, of course, I need add CAD preview uses more and more real time render engine, or half real time engine.
  24. Hello, Sketchup from Google is nice too, and there is somewhere too a piece of software to adapt the Obj / Dae file exported by Sketchup for Second life and Sansar. And so, we can even use Sansar or Second life to use professional architect design and even on professional area. Now, it is time to run away before blender clan drops on me
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