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Toysoldier Thor

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Everything posted by Toysoldier Thor

  1. I look forward to the day with Mesh can replace sculpties completely... but I am a realist as well. I can put Mesh in proper perspective and not be so in love with a technology that I would completely dismiss the economics that LL imposed. I know that in the current environment that LL imposed with the variable upload an LI that will only be imposed on Mesh will mean that Sculpties will never go away because they will always have a cost advantage that suits specific needs. I do agree with you that Mesh is an ADDITIONAL technology and will always be. I could have been a sculpty replacement technology in the years to come but that wont be the case.
  2. Drongle McMahon wrote: For me, sculpty trees are an abomination (although I do use them!). If you are a traveller, they fill the landscape with huge ugly spheroids that rarely resolve before they are long out of view (I'm on a 2Mb/s connection). Nearly as bad as sculpty windowframes, most of which are excruciating to see before rezzing and at lower LODs. Among the greatest advantages of meshes are that they do not appear mangled before rezzing, and that their LODs can be made tobehave acceptably. You two make me laugh. LOL what kind of viewer do you use Drongle and Medhue??? You two make it sound like prior to Mesh showing up... SL was a horrid unusable grid to live on. WOW... maybe you two should consider upgrading your PC's to a computer that is newer than 10 years old. Take a look at these two Flickr photos that I created while walking around the amazingly beautiful Alirium sim. This is a sim completely full with more Sculpty trees and rocks and scripted grass and fields etc.... To you two... sims like Alirium would never rez as they are completely poluted with evil Sculpties.... Isnt it strange how not only could I TP and rez on this sim and walk around seeing all the enormous beauty that these sculpties offer my viewer, but when I stand there I take SL photos at resolutions of 5000 x 2500. http://www.flickr.com/photos/11535545@N00/4988325664/in/photostream http://www.flickr.com/photos/11535545@N00/4968289924/in/photostream Seems only a MESH CHEERLEADER believes that the world of SL prior to mesh was a disaster of unworkable sims. Come on guys... be a little bit unbiased for people to believe you I am so thankful for Sculpties and they made SL a far far better place to exist in than before they showed up. Will mesh offer even better beauty in SL - ABSOLUTELY.... but you two are being completely unfair to slap sculpties as unfairly as you do. But again, I should criticize other SL Residents if their cannot afford modern PCs and graphics cards.
  3. ROFL What is so ironic about how Mesh lovers completely wave the flag at how Mesh is the godsend of SL and how its amazingly more efficient on the grid than sculpties...... and yet these same Mesh CheerLeaders fully support LL's decision to penalize Mesh on upload and LI costs that we all know LL will never ever impose on any of the completely hideous sim resouce consuming sculpties. So if Mesh is such an amazing technology (which I totally agree it is) then why would LL impose an ariticial economic penalty on a technology that if quickly adopted onto the grid - could displace all those EVIL SCULPTIES that Medhue and others hate so much? Please Medhue - dont post now telling us all that you dont hate sculpties with a passion - your past posts and Drongles too in this thread makes your opinions on Sculpties clear. If I were LL and I wanted to displace an old resource hogging / sim lagging technology with a new much more efficient and more flexible mesh technology... the last thing on my mind would be to impose an economic penalty on this technology. In fact I would go the other way and start imposing a gradual penalty for rezzing a sculpty over the period of 2 years. ie. as of April 2012, all rezzed sculpties will have a LI=2 not 1. On January 2013 the Sculpties will have an LI=4. Then I would let Mesh not have a penalty - its cost would be LI=1. Is this academcically wrong? YES. But the world in SL is not perfect as it is not in RL. Prims put loads on a sim. Lag exists. But LL should be doing everything to promote the technology that best reduces that load - not penalize it.
  4. Drongle, As I said in the other thread..... A rose by any other name is still a rose. You did make me laugh though at your statement that you dont see it as a PENALTY on Mesh as much as it is a SUBSIDY on Sculpties. Basicly all you are doing is trying to paint a pretty coat of paint on a poor LL decision that you tend to agree on. At the end of the day ... this is true in RL and SL economics.... when one side of competing anything (like technologies) is awarded a benefit the other does not have... its a penalty to the side that doesnt have it. A Subsidy to one technology is a Penalty to the other technology. But if you think that is fair... then lets play a game here.... Lets say You and I are direct competitors in the SL marketplace - we both sell PRIM HOMES (no sculpty no mesh - just prim). There is no technical advantage between us at all and we both want to see out sales grow and out products adopted. BUT.... LL has decided to make a "fair" pricing policy. They decided to implement a new rule that any Merchant whos name starts with the letter "D" will now be charged a Marketplace commission of 1% for every 5 prims in your product. And any products created from Merchants started in "D" will have an additional LI charge on their product of 10% over the actual prim count. It doesnt matter the logic why LL decided upon this legislated policy - its the policy and it was deployed. So Drongle, I am sure you must hate that you and all your products are being PENALIZED just because your merchant name starts with a "D". I tend to disagree with you though Drongle and I think LL's policies are fair. Come on Drongle, dont think of it as a Penalty against you..... you are not being reasonable... its only a subsidy for all us Merchants with names not starting in "D".... RIGHT?? I know you and Medhue and a lot of other Mesh Lovers that likely were tightly involved in the closed beta with LL and were possibly part of helping LL come up with the load-based policy will never see what LL did with LI as being a poor decision. To you it will always be thought of as "the right thing that should always have been done long ago". It was a smart Academic decision but it surely was not a wise political nor economic deicision. It is and will always be a penalty on Mesh that no other prim type will EVER have to be faced with.
  5. No its not a Myth just on rare occassions. Granted most mesh and sculpty builds that are made and sold are for smaller items but the number of larger items are not RARE. Not just landscapes of large terrains but larger complex prefabs of Mesh will be hurt by LL's LI Penalty. Its sad that I have to polarize my position in order to get through the technical loveing biases around MESH. Again, Mesh is an amazing technolgy and I am happy to see it STARTING to evolve and mature. I has a long way to go in the world of SL both technical, political, and economically - I am certain in the end things will balance out and most things will get resolved - including the PENALTY on Mesh that LL created. Drongle and other say "I wouldnt call it a penalty as much as Sculpties have a subsidy".... LOL sorry but in the real world as in SL... a subsidy offered to only one side of any competing environment is a PENALTY to the other. You all can spin this any way you want in order to defend LL's reason to penalize mesh but its at the end of the day LL's actions penalized mesh by trying to start correcting a long standing wrong. You all would be excellent world politicians. Try telling a Canadian Farmer that in the world economics their products are not PENALIZED against farmers in France or the US who subsidize their farmers to grow inefficient crops. To the politicians there - they say "its not a penalty - its only a subsidy to help our farmers from going bankrupt and supporting our industry". When it comes to adopting a new technology - the harder hurdle by far to overcome is the New Technology COST Hurdle. But ironically, in the case of LL and SL, this is not the case. Instead, LL decided for Mesh that they would try to kill two birds with one stone. So not only did they want to introduce a new technology that would be more efficient on the grid and more powerful, they also decided they wanted to address another completely different and larger topic of addressing unbalanced costing that didnt reflect load on the sim. These were TWO DIFFERENT ISSUES. What LL should have done was put out the new Mesh technology on a level playing field with older technology they want to see disappear (sculpties). They should have done this by not introducing "FAIR" load based costing on Mesh. They should have simply kept Mesh LI fixed like a sculpty. Then..... once Mesh had matured enough and was fully ADOPTED (which it is by far not yet adopted for many reasons like viewer support on the grid, glitches on clothing, proper listing and categorization on MP, etc.) and growing in popularity LL could take on the tougher job of addressing and introducing a "fair" Load-Based costing of prims on the grid. Anyway... we can debate this all we want about the definition of a "penalty" vs a "subsidy" . Its pretty clear in the RL what the two mean unless you want to use the terms to spin a poor decision. Regardless, nothing will change as we all know LL all too well. Mesh is and will be FOREVER the only type of prim that will be penalized with a "fair" load-based costing model. I know most of you are dreaming with hopes that LL will soon introduce the similar model on Sculpties and prims, and scripts, and textures, etc. YOUR DREAMING !!! LL will never go this far. LL would have an absolute crushing revolt on their hands if their even dared hinting that they will be doing to sculpties and prims and scripts what they did to mesh. With SL's growth staled out and its economy sinking... even LL is not that stupid to stick another huge sword into their customer base and the SL product by retroactively incuring massive prim costs on all the sim owners. In 2011 LL saw 900 sims become abandoned because of many reasons including the growing popularity of Marketplace. If LL leveled the playing field and did to all other prims what they have penalized Mesh with - I would comfortably predict that double the number of sims would be abandoned within 6 months. Doesn't something have to be introduced before it can be adopted? No... since ADOPTION is a critical part of INTRODUCTION. Your question doesnt even make sense. When you want to introduce a new technology, process, concept into any population or market - one of the primary objectives is to attain a healthy and even quick adoption. You surely do not do this by imposing an artificial penalty on the technology unless its a mandatory penalty. LL - in its lack of understanding on economics - did exactly this. But LL has always been known for thinking Academically (purist theories) and not business or economically or politically. Anyway... this debate will go round and round. I said back in August (and Medhue knows this since it was directed at him in those postings) that Mesh will not attain critical mass adoption until about Q2 2012. He was completely shocked at my statement because he so loves Mesh that he was and still is blinded by the bias. But guess who was right? Mesh is still far from critical mas Grid / SL population adoption. In fact I think Q2 might be a bit hard to attain. PS... the fact you all are pumping out counltes mesh does not mean its adopted OK... moving on
  6. LOL "I will use what ever is the right thing to use..." as long as its mesh Nuff said about your unbiasedness on Mesh. You think everything situation is best solved with a mesh... this is where you are the only one to think this. But i guess where cost is no option and love for a technology is so blind.... MESH can be the only solution to all. Just like a screwdrive makes an awesome hammer and spear too.... right? Anyway... unlike you ... I do think there is still for a long time... a valid place for Sculpty and Mesh. I DO use the right tool and product for the right situation.
  7. Thanks and yes after rezzing it into SL I could see they look too small. It was only a 4 hour sculpture and 100% completely out of my head of the human image - i was not using a photo to go by. Plus, the critical purpose of the 2nd round of mesh creation was to figure out an effective Mesh Development pipeline. I detest Blender (I used to use it in 2.48 days and eventually left it when an expert sculpter from IBM convinced me that Zbrush was far more friendly and easier to use - it wasnt by much). I have since fallen in love with Sculptris and now I discovered moreso I love the freehand modeling of Voxel models (as 3D Coat refers to it as). The way it works fits my way of creating models much easier than the more mathematical modeling tools like Blender and Zbrush. Problem is that Sculptris is not exactly the most friendly tool to integrate easily to the SL model. So I have been experimenting with 3DCoat and also trying t figure out which tools are best for what part of the pipeline to get a model into SL. So far I think I am liking the flow of what I got now except for getting the texturing I got in the Sculptris to come into SL to the same resolution and image appearance that I see in the 3d Tool. So its Sculptris, to zbrush, to sculptris, to blender to SL. I am still playing around to improve the pipeline and the quality. The easiest part ironically is the mesh shape itself !
  8. Kwakkelde Kwak wrote: It takes a proper builder, but in most cases that I've seen, it's possible to get a mesh object to look better at a lower landimpact than any normal prim build or even sculpty equivalent. It's a myth mesh costs more and already a stubborn one it seems. Its not a myth .... if you are a builder of Landscape sculpty terrains... Build a sim mountain or waterfall for 1 prim. yes I will debate this "myth" since it is not a myth. LL crippled Mesh's quick adoption by introducing LI costs on Mesh and not any other prim. They should not have introduced it for Mesh until after it was adopted fully. Then addressed Rezzed Resourced Based costing as a whole... not just to penalize the one latest technology that would reduce lag if the technology could reduce the number of Sculpties on the grid. I will hold onto yhe MYTH.... because I know my customers of landscape sculpties will not buy a mesh pack of my landscapes if these mesh landscapes will cost many times more than a sculpty to rez on the sim. Here is hoping LL will address the unfair LI situation they created that hampers Mesh adoption. This is not a debate about Technical superiority - Mesh wins in most cases if cost was not a factor.
  9. No one is arguing that if you take LL's artificial $ Cost disadvantage away from the equation when comparing a MESH with a SCULPTY that the Mesh is by far the better of the two models. In the high detailed physics, the much higher level of details that can be attained in one model, etc etc etc. And... if it were not for LL's crippled LI cost factor that is only applied to the Mesh, I would be the happiest camper to be building much higher resolution and higher quality and more function mesh landscapes for all my SL customers then the Sculpties I offer them now. BUT.... yes there is always a more powerful BUT... Lets put this discussion in another light to get my point across screamingly clear for all those that are so in love with the pure technology superiority of Mesh over Sculpties.... REAL WORLD... Lets talk about the LIGHT BULB The incandescent light bulb (ILB) has been on the market since Edison (and others) invented it. Thats a whole lotta years for a lot of other technological innovations to knock it off its seat. The ILB is HUGE power hog. for what it does - it does it so poorly. Most of the power is used generating unwanted heat - not light. It can also be a fire hazard and safety hazard. And they dont last that long. But.... IT IS CHEAP ! CHEAP CHEAP CHEAP. So... the industry has come up with many newer innovations to reduce many of this ILB's huge weaknesses. Lately, the industry has come out with the LED lightbulb. I know - I am a rare customer that bought one. The LED Lightbulb blows the ILB completely out of the water in almost every aspect of what a lightbulb should do. It uses a micro fraction the power consumption of the ILB (mine 12Watt LED = the light of a 60watt ILB). It generates negligable heat. When turned on - the light brightness is instant. I lasts 10 times longer than an ILB. With new circuits in the LED lightbulb - it can now even dim using the ILB's dimmer technology. And the LED Lightbulbs are 100% compatible to all ILB light sockets and circuits. But guess which lightbulb continues to be the #1 seller right now? With all these massive superior advantages that every tech geek and energy conservation nut in the world would 100% agree blows the ILB out of the water, the ILB massively continues to outsell the LED..... WHY??? Because of one very simple yet overwhelming factor that trumps ALL the other factors... PRICE !! An ILB costs about $2 for a pack of 4. I just bought 3 LED 12watt Lightbulbs for my kitchen... $29/ each! That was $90 for 3 lightbulbs!! How fast do you think the LED lightbulbs will be flying off the shelf right now? This is the world we are in now with MESH. With all the advantages Mesh has over the Sculpty.... LL has crippled its quick adoption because of ONE factor.... COST! you both can argue and debate and brag about the virtues of mesh on a technical basis and you will get no arguments from me on these facts.... but you both want to keep dismissing the most important factor that impacts the ability to sell and use mesh.... COST! IF / WHEN LL decides to remove this crippling disadvantage on Mesh... then I will be the happiest camper in SL... why? because then I will have an amazing technology that I could also make sales off of.
  10. OMG People.... this topic is on PAGE 50!! I really honestly think this thread has longg since wore otu its value. In the meantime my email box has been flooded for days on this one thread. I have actually had to put a specific filter in my email system just to block this one thread (since I cannot unsubscribe to the Merchant thead or miss postings from other threads). Are you all not sick of this thread?
  11. Yes i do understand Physics on the mesh and that will only make the $ Cost advatage worse for Mesh for large scale landscapes that we have been talking about. Also, seems your opinion and optimism on Mesh as a better solution than Sculpties goes against Grongles beliefs who tends to agree with me. LL has made Mesh not feasible for SL's grid. We are not talking about Lag impact here Medhue... we are talkin about MONEY. When you have a sim or parcel of land with a limited amount of PRIMS... Mesh mountains are basically stupid compared to sculpty mountains. LOL you are telling me to go to a sim and run around where there are sculpties mountains, hills, water features, terrains..... Did you forget I have made and sold Sculpty Terrain packs for over 2 years? Did you forget that the 1000+ customers I have that I have gone to many of their builds are my SCULPTY LANDSCAPE customers? Did you forget that prior to mesh showing up las august that 100% of the landscape features that were not terraformed were sculpties? I have lived in SL for 4 years and as a SL Photographer of landscapes - I have visited countless sims made up with only sculpties and prims - trees, rivers, rocks, mountains, off-sim features, etc. I know what sculpties do to sims... and seems to be ok for the past 3+ years. I also know that when it comes to my landscape customers buying a Sculpty mountain for 1 Prim vs a Mesh mountain for 20 50 100 prims... $ Talks. Until and IF LL ever levels the playing field between mesh and sculpties for large scale content like what i make... I will focus most of my mesh playing on making smaller things like statues and freaky lil things. No rush right now anyway as most users in SL still cannot see mesh and refuse to upgrade to mesh viewers. I now know that for a fact when I tried to get many of my friends to see my first 2 creations. Mesh is still just a cool thing to experiment with... but I will admit... its fun to do some experimenting.
  12. I just did a quick test - now that i know the basics of importing mesh. I took one of my Shores & Ridges terrains Sculpted maps from Zbrush. Remember that these maps are already extremely low rez degraded in order to be a sculpty with 32x32. I simply exported it as an OBJ then imported to blender and exported it into DAE and brought it into SL. The default LI was 17 to upload and 8 to rez for a small size of only 1x1x1m (High=4096 verts, med=1338, low=349, lowest=180). To help the poor crippled mesh out - I even reduced the LOD of med/low/lowest to 100,50,10. This wont be good for a large landscape terrain but ohh well.... The upload cost was 14 and the LI was 1.8. Loaded it in. First of all it looked terrible compared to the sculpty. You could see every line in the mesh where the sculpty was all smooth. Next I scaled the rocky formation even to a relatively small size for a terrains - 12m x 12m x 1m Where the sculpty was still looking good and only 1Prim.... the mesh was now... 10. My Customers use my landscape sculpties at sizes now of 10x50 or even greater. You could imagine how useless MESH would be at that size. So... seems that mesh will only be good for small high detailed items like making clothing and statues.
  13. PS... I cannot get real aggressive on the vertices because if i do in order for a mesh to compete details with a sculpty - the mountains will look like boxes / blobs. Alternatively... the Mesh mountains will look great but it will cost the customer a 100 prim to rez it. When a sim builder / landscaper is placing a forest with mountains and rivers - and has tons of high-prim trees, he she will be looking for prim savings - and mountains made of scukpties will be their best bet.
  14. Drongle McMahon wrote: "I am confident that soon LL will realize this and not penalize Mesh for being large." I'm afraid your optimism here is probably misplaced. The developers have a very strong commitment to maintaining the resource-consumption-based LI scheme, and this kind of size effect must always be a result of that. The only way around it is to be very aggressive with higher LOD meshes for large objects. I'll put my graph here again. It shows the relative download weight cost/saving per triangle cganged in the four LOD models and how that depends on size. The size is represented by the object "radius", (sqrt(x*x + y*y + z*z))/2, on the horizontal axis. That is the length from the center to a corner of the bounding box. You can see that for objects with 10<r>20m, reduction of triangles at medium LOD has any effect, while the lower LODs have no effect at all. For such an object, the medium LOD is not seen until you are >40m away. So in my limited understanding of how MESH LI engages for LOD and the size of a Mesh, this could mean two futures for Mesh being used a the best option for landscaping... If I were to build an equivilent MESH Rock Terrain formation (like I have with Sculpty at a fixed LI=1) and I size it up to be a background mountain on a sim.... Chances are that even though the LOD of Med and Low could be set real low (because the mesh prim will be so large that chances are the Avatar will always be within 40Meters of the mesh so the highest LOD will always be engaged), the cost of a mesh that is the size of a sim mountain will be so high that my SCULPTY LANDSCAPE PACKS will always be the cheapest and best options for my customers. Worse yet is that the MESH Mountain will be far enough away that MED and LOW LODs will need to be pretty high or the mountain range from the distance will turn into an ugly blog. So a bad situation for Mesh regarding Landscapes will be even worse. This issue is what I have argued about before on the weakness of LL's LI deployment on Mesh... for large terrain and landscapes, the Mesh model will never compete with the Sculpty that has a fixed LI of 1 no matter how large it gets.
  15. Drongle McMahon wrote: Until they do the materials project, you can't use normal or bump maps properly. So you need to bake the texture from a rendering that has these effects. Since their effects are dependent on lighting, that means that ;ighting will be baked in. Unless you are putting them in an environment that replicates that lighting, that will conflict with the inworld lighting. The picture you show looks like it has inworld shiny applied. This is a very crude approximation. It ;ools smooth because the mesh does not have any bump or normal variation. It will usually not work with baked lighting. If you do manage to get the baked lighting, don't use shiny. It will tend to hide the baked effects. You can bake in the normal and bump maps, under particular lighting conditions, in Blender. This combines the effects of the colour, bump and/or normal maps so that you can simply save a single texture to apply inworld. I can't believe the same thing isn't possible in the software you are using. Hopefully someone who knows will soon be here to tell you exactly how. Yes the model I am showing is not the model that had the baked texture on it. It looked so crude that I didnt want to show it. The model you see was just an inworld seamless woodgrain and Shiny on LOW to show the form better and to hide the seam a bit. Thanks for telling me this... I thought I was doing something wrong. So the best I can do is to do what I am doing now.... take the texturemap, bump map, and normals map and try to fake the texture surface best I can. So I have pretty much figured out the "PIPELINE" then? If someone knows how to get Sculptris to bake all 3 texture elements into 1 image - that would be awesome!
  16. Well at the moment and also at this time of SL's MESH evolution - NO since I have already noticed that when I brought the two models I have created into SL, easily more that 50% of my friends that I wanted to show my newest creation and accomplishment ... they couldnt see it. The majority of my many friends in SL still refuse to update their viewers to a version with MESH. The latest Phoenix 1.6 is very laggy. Firestorm seems to have more bugs in the latest release then they fixed. And well, myself and the majority of SL residents just dont like LL's own Viewers or wont ever give it another chance after we got such a bad taste of V2. But... has the effort been worth it... YES. It has been a very painful process and very technical and complicated and with countless options on how a Mesh can be efficiently created and brought into SL. But, I have always loved working with the freedoms of 3D modeling - freehand. Thats why I love the voxel type 3D tools like Sculptris and 3D Coat. Another thing is that if I can start really getting my mind wrapped around UNDERSTANDING how all the components of mesh models work (i.e. UV, retopologization, hi low rez polys, texture mapping....etc etc.) and become truly effective in it, I can release the technical shackles on my art and creative talents and make some amazing things in SL. Ohh BTW... things that can sell in SL. The massive technical complexity of Mesh creation for SL is not only a disadvantage - its a blessing in the future. In the past 2 years I have made over $10K US from the creation of only 6 packs of Landscape Sculpties. The last pack I put to market was in August 2010. These packs continue to sell about $70US a week and I never go to my store in SL or have to spend more than 5 hours a month being an SL Merchant. Can you imagine with the complexities of MESH how much potential new revenue there will be once LL decides to relax the LI for MESH objects that grow in size? Right now the biggest limit for me making MESH landscapes is that it cannot compete with Sculpty for large scale rezzes (rivers, mountains, waterfalls, terrain). I am confident that soon LL will realize this and not penalize Mesh for being large. I HOPE. So... generally... YES this will be worth it in the long run.
  17. Thanks to those on this thread that gave me a lot of hints and clues and ideas on how to get the basics of bringing in my first MESH from my 3D tool. Since then I have been really strucggling to grasp the development pipelines. Not only trying to learn how what and how to best reduce the topology on Voxel type 3D modeling tools like SCULPTRIS, or how to best create a proper UV Map. I also put a lot of effort in trying 3D Coat which seemed like an amazing tool but I ran into some basic functions that didnt work. Turns out I discovered that the TRIAL version of 3DCoat has a lot of these valued features not available so I had to abandon 3DCoat. I am not sure why a company releases a TIMED TRIAL and then also removes leading edge functions from the trial. Now I have to walk away from it. Happily, yesterday I went through my first successful (sorta) end-to-end MESH creation, texturing, and import into SL with pretty good results. Here is the result of what I created. The title summarizes it, but... I used SCULPTRIS to hand sculpt this model from scratch out of my head (took about 4 hours)After the model was done, I reduced the 300K + vertices down to about 6000. I might have gone a little too far as there is slight boxiness on a couple parts of the model in SL and not sure how this effects textures either.After I reduced the model to a low res, I exported it to OBJ and imported it into ZBRUSH where I used the pretty cool and easy to understand UV MASTER zplugin tool.I then Exported this UV'ed model to OBJ from ZBRUSH and imported it back to SCULPTRISI went into SCULPTRIS Paint mode at 2024x2024 resolution and painted the model (with some korny blue rock-textured look)Once I finished painting, I exported back out to OBJ and also exported the TextureMap, Normals, and Bump images.I imported the OBJ to Blender and exported this model to DAE format.THIS PART I AM STILL NOT DOING RIGHT BUT... I took the texture map, bump and normals images into Photoshop and blended them together to get that similar texture skin that I could see in Sculptris. I cant come close to getting the same look but I created a resulting TEXTURE of the skin of the model.I went into SL and imported the model. Since its a statue to be seen up close, I set the model's med to 100 vertices, lower to 10 and lowest to 10. I set physics to lowest.The upload fee was 11 and the LI was .6I imported the texture for the model too. Althought the texture from the model fit perfect with no visible seams, it just does not have convey the same 3D texture look like in Sculptris. So can someone please help me with what I am doing wrong with the texture. Whe Zbrush exports an OBJ it seems to even include the texture skin that was on it. I suspect if I could paint in Zbrush like I did in Sculptris, the OBJ export would include my texture and it would come into SL via the DAE. In Sculptris all I seem to be able to do is create the 3 critical texture components but not have them baked into the exported OBJ. What is the right way to get my textures baked onto the mesh?
  18. I suspect your 2nd assumption is right. Although without the LL Commerce Team having anyone here to answer questions and without them opening up the DD JIRA from the Closed Beta that shows all the issues / bugs currently outstanding and without other testers posting their insights, all the new open beta testers have to learn from scratch what likely LL and the close beta testers know. They are likely privately laughing that these bugs are being found that they all already knew. I suspect that a listing cannot be in both delivery systems. It likely has to be in either DD or Magicbox. Just guessing.
  19. OK "COMMERCE TEAM".... You have now officially announced the OPEN BETA (please catch the term "OPEN" in what you have announced) for anyone to enter and test. Please provide the Merchant Community the link and access to all JIRA's related to the DD solution. Which issues in the DD are closed / resolved vs the ones that your team fully knows is still an un-resolved issue. As for ANS... although this service does not impact my operation at all, why has your team decided to remove 2/3 of the ANS's current functionality which you fully know is going to have critical dependency on these removed functions to some portion of the Merchant community? What was your plan on how to deal with the impacts of removing 2/3 functions from this ANS? How is removing ANS functionality related to deployment of DD? Has the LL Commerce Team ever heard of the KISS Principle?
  20. ZZZZzzzzzzzzzz....... ZZZZZZZzzzzzzzzz........ <snort> <cough> <gag> Zzzzzzzzzzz...
  21. Good idea. I will Tweet the question out to any Ex-Lindens in hopes some will respond. I want to know why: 1) IM limits are 25 and cannot be increased to 100 or more 2) Why is SL's main transaction history stuck at 30 days when MP transactions can go much further
  22. Thanks Mickey... Glad its cleared up. Again... that being said... this thread and OP was only an acedemic activity since LL cant even fix major SL resident-wide frustrating limits like 25 IM cap or that the transaction history can only go up to 30 days. If these 5 minute changes cant be accomplished by LL - there is no way an enhancement like Email-to-IM service would ever be considered by Rod and his team.
  23. OK Good. I didnt know there was two types of email notification for MP sales transactions. And Couldbe is saying she has actually seen an ocassional notification from a DD show up from a test DD delivery. If anyone else is playing with the new DD Beta site, can they confirm here that they are still getting the two MP sales notifications? 1) That a sale was made (with all the details of the sale) 2) That the sold products in MP were successfully delivered to the Buyers Inventory (critical would be the timestamp of the successful delivery and/or if there was some error / failure of the attempted delivery). Are these two still happening or has LL decided that since they believe DD is so reliable - they will stop sending the 2nd notification of a sale transaction.
  24. So Sassy... do you know why LL has not raised the limit of IMs from 25? Is this just LL being lazy and/or distracted playing with their own interests and totally ignoring the problems that their customers always run into? OR is there a true unresolvable technical limit why LL cannot simply raise the limit 100? I have no strong IN with any LL developers or staff that would know the answer. Does any Merchant have an IN with a LL to get the behind-the-scene answer why IM limits cannot be raised?
  25. So speaking of ANS.... Sassy was mentioning that supposedly LL's new DD will no longer send Sales / Delivery transaction notifications to the Merchant's email. Did you test this and is this true?
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