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Naiman Broome

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Everything posted by Naiman Broome

  1. Thankyou but I still didn't understand one thing about the size ... let's say my building is as wide and biig as one sim like 64 m , and I was wise enough to make the ppieces that compose it at maximum 64 m size , what would happen? woudl my building be shrienked to a 64 m whole or instead keep the maximum size but with the meshes that compose it at 64 as max? so if my building in few words is bigger than 64 , but the siingle meshes are pair or under 64 m , will the proportions and size be respected on upload?
  2. Naiman Broome

    Flexi mesh

    Will it be possible to create flexi mesh ? May be adding a small limited bone structure rig ?
  3. Why not just considering addressing the problem to a group of volunteers that can screen all the problems and needs that the project would require in meanwhile ? Me and a few others coould work on making up a prototype and scan for the needed features and possible problem fixes so it could be easier to work on the direct implementation of this by one or two ll coders I guess?
  4. With the richer content the meshes will allow as well as the new sapes and freedoom increation I think it is urrgent and mandatory to fix tis problem once and for all befoure the release of the meshes.... https://jira.secondlife.com/browse/VWR-6713 pllease vote and help soolve this ....
  5. Naiman Broome

    Materials

    Hi I would like to know if are previewed also introduction of materials with the meshes , to my opinion meshes without a proper bit alpha sorting and materials to give at least a minimum selective shine or bump are very much limited in their look and proper use ... What are the specs about this subject?
  6. Hi I would like ot ask if it will be possible , and if so how and if how , how much will cost, Creating a whole scene , let's say a Huge building with all its details , like archs , doors , windows , frames, interiors , decorations , lights etc.... in 3d application then exporting this into SL Or would require a insane weird amount of uploads of single objects that will just breack the scene and cause a lot of time waste when reassembling parts in SL?
  7. There is also the hackingway , downloaded rendered content stolen with Open gl programs that can download all ggeometry , textures and so on , so ppl can always steal , the problem is that LL should put a "POLICE" group that checks constantly on unautorized products and copied content , I can't go now throught the whole list of the people that copied my products by donwloading and then reuploading or even just downloading altering and then uploading as altered form to show its more "original" ... The DMCA is useless so far as the people just reuploaded again after a while and plus we need to spend lot of money buyding the copied products to make controls and checks , something that shoudl be LL to do ....
  8. No Daniel is not about procedural generation , that's another thing is about how to design instances in the same original model ... anyway seems that LL has no plans for optimizing the mesh right now .....
  9. I actually didn't understand much your post ... or the meaning of it.... What I stated is that the new Avatar 2 will be different from normal mesh works avatar replacement , it should have LL support in the way to adopt and be able to make morph targets and new skeleton and of course new model and uvmap with larger texture , this will put the actual avatar on a second level compared to the new , both will coesist and the people will be able to choose 2 avatars the main one 2.0 or the main one 1.0 that's all , it has nothing to do with normal other people works on meshes ... and woudl have features that usually won't be available for normal mesh avatar replacements ... and for this Only LL can give support to the community of volunteers that want to make this new avatar standard for free...
  10. Yes but I didn't mean instances of the object but Instances of sub object elements .... Imagine a fence made of 100 bars , and of those just 5 are modeled and the others instanced ... This opposed to a 100 bars fence that each is different from the other...
  11. I understand the one project at time , but the meshes are nearly out , and many mesh clothes will come for the old avatar , it woudln't cost much to LL to create a special subdivision of volunteers paired with a couple of LL for techynical advices and solution " .... The main important thing for the new avatar is : 1 MUST be available for everyone and be the new Standard for the avatar so all people can work on it. 2 there shouldn't be the possibility to create other custom avatar replacement coded as alternative to the main form ... ( I do not mean no new avatar mesh like puppets , animals etc , but that there shoudl only one standard able to be morphed in thesliders with proper morphs etc ...and be chosen by the customer ...) 3 Needs to have moprh targets for animation and customizaion of the avatar ( this requires LL help and support for ) 4 The new avatar can be made by one or more volunteers , ( I can include myself ) that work on it .. 5 UVMaps have to be more coherent and even , matching perfectly upper and lower body with same resolution 6 larger texture size updated to 1024 per texture , the 512 is too low for now ... 7 ( eventually if possible , possibility to add a bit alpha for hairs add ons ) 8 ( eventually if possible to add materials for clothes ) 9 the overall shape and mesh polycount for the new avatar should be shurely more detailed and more up to the level of the other modern games around , with decent feets , decent edgeloops , decent hands and so on .... 10 Also lod levels woudl be welcomed .... 11 A new skeleton to make work extra parts like fingers and add some new attachment points would be also desiderable together with new morph sliders especially on the face to allow more direct customization and variation for the faces....
  12. of course not , not for the humanlike ones at least , but it's perfectly fine that they do not implement morph targets for cutom avatars and perfectly understandable , but they could or should if there is a community work to make a standard new avatar as this woudl be the default new avatar 2.0 and only with the LL support could be done ....
  13. About the Alpha , a Fast Alpha woul dmean a loss in quality and is nto anyway what's proposed , what I mean is 1 bit alpha , black and white channel in the same texture so all that is painted in this channel could be deleted from rendering ... and it woudl not occour into the classical annoying Alphasorting problems of SL ..... Every other game can use bit map alpha and even the LL trees do use it , why there is still no checkbox for using Bitalpha in a texture?
  14. As said I was interested in this project but the problem is not of much the avatar building but the features lacking ... and LL woul dneed to allow a special feature use and implementation of morph targets and mimical animations for the expression and the morphs of sliders in order to change the avatar .... Also to make the avatar better is not just a matter of making it more polygonal or better shaped , but has to have mopre options of cusomization ... and more bones possibly like for fingers , meaning even finger stretching if possible ( you may never know what weird creatures ppl want to make ) , then morphable areas for inflating or deflating portions of the mesh , and a lot of deformations for the face in order to have much more different avatars than the same .... Nowday its common to find nice skins and nice avatars , but now don't you have all the feeling that they all look the same in some ways? if the features could be supported by LL then the Avatar 2 could be easily made by the community .....so to create a standard to be used by everyone tough this would also imply that shoudl be forbidden to allow the support for morphs and mimical features to other mesh avatar replacement as this would lead soon to an incredible mess of avatar versions and shapes that woudl virtually make skins and shapes compatible with only selected meshes and so mess up the whole market...
  15. I know I coul dmake a mesh terrain but this is not whats I have said , the mesh terrain is just a patchto cover the main terrain , its the main terrain that shoudl be fixed .... 1 more than 4 textures 2 remove the wird and totally stupid way of random texturing blending 3 allow proper direct painting tool for terrain textures 4 Larger terrains at least 1 km per sim , right now 256 its feeling smaller than a fish tank .... 5 larger texture size for terrain 6 allow use o material like bump maps for terrain 7 better modeling tools for terrain
  16. Naiman Broome

    Terrain

    Ok meshes are coming out but what's the point of having nice meshes items on a crap land ? The terrain features are still stone age , not even worth comparison with some crap games out there , its really totally primitive , random texture displaying , rudimental tools work land working , very small areas like 256 m x 256 m and most of all limited texturepossibility and resolutions , with no material setup .... is there any chance we can get a decent new terrain ? Possible with decent tools , and larger space more than 256 useless space ...
  17. how about alpha textures ? In modern games u can put alpha channel and put alpha in the same texture for the mesh , so to texture with one texture solid and transparent parts , is this possible ? Or would turn the whole mesh into a transparent object having the usual SL issues with shaded degrees of trasparency ? and why not introducing the 1 bit alpha sorting?
  18. I actually think that the current avatar not only is limited and very old lookig but also the modeling and uvmapping are quite incorrect and its a miracle people could take out of it nice avatars and shapes.... I think it is time to update the new avatar with possibly a public project driven by community where everyone can put in the opinions and efforts , the new avatar shoudl have decent and better uvmapping , as well as more space for texturing , asymetrical texturing plus more polygon density , morph targets for the sliders and emotional animations.... the new avatar should then be sidened as a new visibility feature in the viewers so people could chose what avatar to show as their alter ego old or new , everybody could then visualize the one they are using , the two avatars could be sidened together so to give time to the community either to convert all the old clothes to the new one or to make new clothes and skins for it .... one year time of sidening and a gradual retirement of the old one after that period coul dgive sufficent time for the transition I guess.... I could actually be even interested in the creation of the new avatar mesh but it woul dneed morph targets to be enabled for its creation because so far the avatar mesh replacements can only have rigging and follow so bone structure but not the sliders and emotional animations....
  19. Ok since u answered me here , how bout istancing subobject in the mesh woudl this lighten the draw calls burnden? Plus can model meshes have open sides where no polygons show up?
  20. Ok I understand by this thread that there is not yet a release date , but how about specifications on the use of the meshes like costs, prim costs etc? are those fixed? Sorry it's been a while I haven't checked the mesh forums , I would also like to know if materials are planned and if a decent alpha sorting algorythm for mesh objects based on a 2 bits alpha is on the schedule.... ALso aanother thing important to me is the prim stretching possibilities like over 10 m stretching , I hope this at least could be implemented sooner than mesh if they aren't ready for implementation yet ... lastly how about the double sided meshes? I mean if I have a plane of solid mesh on one side and seetrought on the other , the game will allow to double the mesh without doubling the polygon count ?
  21. Hi I woul dlike to knwo if it would be possible in mesh creation process to make use of istanced submesh objects as parts of the same mesh In order to save drawcalls, the some graphic engines combine identical elements of an object into one renderpass. It is mainly used on complex objects, which have a lot of separate internal parts, like fences .... Thi could save also the polygon count and allow more olygonal meshes without the burden of an equivalent mesh that doesnt make use of istanced parts .... 
  22. I dont mean a mesh avatar I mean a new avatar to replace the current one ....
  23. but they have in their basic mesh avaar isn't it?
  24. I mean something to replace the current avatar ...
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