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Naiman Broome

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Everything posted by Naiman Broome

  1. What is the armature? I see some dev kit have , others don't , others have different naming of skeleton , its all such a mess to try to adapt and rig different clothes to different bodies because there is no unified standard, everyone seems to create with his own setting and don't care for other creators that have to work with the files to adapt to more . I am a max user and I ca't find any support for max on that regard, I don't have Maya and I don't like Blender, but seems that most tool creators only focus on blender, even if its very limited on some features compared to other tools. I tried Bento buddy but I can't find a comprehensive tutorial of the features and how to use them for eventually porting all the work to max .
  2. Are you sayingthat they are leaving SL?
  3. Despite most seem to dispike sculpt objects I still like to work with some of them , but due to upgraded software I cannot work with old plugins for 3dsmax and I cant find even the plugin page of primcomposer for the old versions of max ... is there another way to create sculpts in SL?
  4. In most games when you have water you have a water volume that simulates the under water environment , in SL we still have a simple layer over what there should be the sea so nullyifing the effect when you enter water, are there any plans to upgrade this part of the game with a more modern Watervolume effect ? that possibly will also be able to help having proper swimming animations? Also water volumes cutomizeable to have them at different altitudes or positions , to make lakes, ponds, or seas in sky would be good!
  5. Hello , are there any modern and recent tutorial on how to make clothes for SL for 3dsmax users? I only found Maya or Blender stuff .
  6. I am a 3dsmax users, I hae animated in the past , but not for SL , where can I find 3dsmax tutorials on creating mesh animation? I only found old stuff online and mostly for blender.
  7. I know it hasn't changed, but my question is if its possible to change or update in future.
  8. sorry seems I cant edit my original post to fix spelling!
  9. I think that this technique could help improve the game...
  10. Animations in SL are quite strange , from a site they are superprimitive with the avatar basic movenent, from the other they are very complex with the AOs and the mocap aninations, the problem I see is that the game seems to have acdelay on using them like a sort of detachment from the world making you perform animations that arent related to the physics and the environment, so yoy can slide dancing, jump 8 meters in air , but without a consistent link to the surroubding and with that syrange delay it gives the fakeness perception... Will this be sonehow fixed in future with a different system of animating avatarsvtied to thevroots of the engibe and not based on overlayed AOs? So to work like most if the ither computer games out there?
  11. Ok trying to but how do I do to link far away big objects? There seems to be acdistance limit .
  12. This is interesting , i know I can check Land impact in mesh upload preview but what I wanted to check is how mesh looks ingame, align textures , see how light impacts surface, shader effect etc... How I do to install this?
  13. Uploading on beta server or on normal SL?
  14. so the most far away item I can place is 64 m out of sim?
  15. Are there any tools that allow to preview and test meshes before uploading to SL ? I mean tests like prim cost, land impact, size etc ... Stuff that you would normally do may be in the Beta grid that that could instead be done in an external tool?
  16. When will be fixed the access to Beta server grid? I cannot access and I need to!
  17. I could mask normal seams somehow , but its a tricky way that isn't ideal in theory.
  18. Looks like this is exactly the problem I am having, is there a workaround there yet?
  19. What settings are you using to avoid visible light incidence seams on uv borders? This is how a border seam looks in Secondlife with just normal maps applied an blank diffuse. But the Material normal map in Substance painter looks fine So how can be fixed in Secondlife to have correct normal map appearence?
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