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Vivienne Daguerre

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Posts posted by Vivienne Daguerre

  1. I decided to test things out by making a sink and counter in mesh and sculpties. Both have a script in them so that when you touch the sink, dishes in water rez in the sink with soap bubbles that float up (particles).

    Sculpt Mesh Comparison.jpg

    The sculpty version on the left has 5 prims in the most recent mesh project viewer 2.7.6 (234621) Jul  1 2011. The mesh version on the right has 8 prims.

    The wood frame looks nicer in mesh and with the UV map took the wood texturing much better than the sculpted wood frame (made of 3 sculpties made with Prim Oven, a simple and fast tool). The sculpted barrel and sink, made with Blender, textured well in ZBrush and look much nicer and less clunky that the low poly mesh barrel and sink. LODs seem to be good for both.

    I left these rezzed for the Lindens to see. Every prim saved is a bonus to the customer. With mesh penalties as they are, the sculpt version wins.

    I would encourage others to try things in mesh and sculpt, make signs for them to indicate which is which, and leave them rezzed out in the Mesh HQ area where we have our meetings so the Lindens will be sure to see them at the next one, on Monday, 11 July. It would be good for them to see hard examples and comparisons, and would also be a form of protest against the accounting as it stands right now.

    It is a shame to see mesh nerfed before it even gets to the main grid.

    • Like 5
  2. Thanks for the pictures! The rifle is awesome.

    As for the hair, well everything comes in time :D Hair is a bit of a tough market to crack I think. There are a lot of great hair makers. I don't know how many of them will move to mesh.

    I think it will be a challenge to make long, rigged mesh hair that looks good. Even then I think people will still want flex prims in their hair to make it move. A rigged mesh hair base that does not cut through the body might be interesting. I am waiting to see what creative people will come up with.

  3. Good stuff! Congrats to you for putting in the work to learn.

    I would love to see pictures, particularly of the hair. I have not seen many examples of mesh hair on the beta grid. Is anyone experimenting with mesh hair, and in particular, rigged mesh hair?

     

  4. My brain hurts.

    People like things they can understand so they can build things having a good idea how things will turn out. This is far too complex.

    Like it or not, mistake or not, the standard was set with ordinary prims and the introduction of sculpties. It is insane to tell us we cannot compare mesh to those and useless, for our customers will and so do we. It is insane to try to correct perceived problems of the past by burdening mesh with attempts at correction.

    Linden Lab should "eat" the errors of the past and look at other means to handle resource costs through coding and staying on the cutting edge of server and internet technology. Technological progress is moving at an incredibly fast rate, and in a year or so this will be a non-issue.

  5. It is important to me. I really want to be able to see what a mesh is costing as part of a linkset. The only way I can do that now is to unlink it and note the difference in PE. I know a mesh will count as 2 prims minimum by itself. If linked, it might count as .5 or .78 or whatever. I want to know.

  6. Well done.

    Right now if I check Edit Linked and select one mesh (or prim, or scupty) that is part of an object made of linked parts, it does not show me the PE weight for that linked part, just the total PE for the whole object.

    Is it just me? Is there some setting I missed?

  7. I am curious Vivienne. You keep talking about professional 3D modellers and how most of us are just not up to snuff. Are you a professional 3D modeller, or do you work in the game industry (and I don't mean working at the Walmart electronics counter selling games)?

    You make many bold statements. Are you qualified to make them?

    So far I have only seen you criticize. I have not seen any of your mesh on the grid or pictures of such here.

  8. It should not be more than $10 L per PE. If it comes in at 7 prims, then it should cost 70 L max.

    That would be reasonable. But perhaps they want to put any company deficits onto mesh, just like they are trying to compensate for previous bad decisions with tori, scripts, and sculpts.

    I would be very surprised at this point if the cost appears to be reasonable.

    Is this is a test of just how much they can shove down our throats and expect us to take?

  9. My 2 prim mesh kettle, that should in my opinion count as only one prim because it is so low in triangle count, shot up to 3 prims when I added a script to make steam rise from the stew.

    I am not a happy camper. I will defnitely remake this kettle as a sculpty.

    What if I add my kettle sculpty with a script to a linkset with mesh? Would that sculpty script then add an additional prim?

    What I would like to know is if script number or complexity adds to the prims, or if you get one additional prim count no matter how many scripts you add and how complex or long they are. What about in a linkset? Add a script or ten scripts or thirty, and they still would count as one prim?

  10. Let us take a step back and view the big picture for a moment. Mistakes have been made in the past in allotting resources to assets. I heard Runitai moan once about the resource costs of the common torus, and yet it counts as an unbalanced single prim. Sculpties probably should have been made to cost 2 prims, or perhaps more. I have seen discussion about script demands on resources, and talk of finding some way to throttle or limit scripts. All of these things contribute to lag.

    All the same, I must say I have seen huge improvements in the past couple of years on the lag front. I think the biggest improvement I saw was when my grandfathered class 4 sims were upgraded to class 5 servers. Prior to that, we would sometimes have to cancel our weekly sword tournament which has been running continuously since 2005 due to the lag being so bad that people simply could not move enough to fight. The sim would freeze when someone wearing a mono script tried to enter the arena. It was bad. However, the difference between then and now is major. I must say, "Good job Linden Lab!"

    I know that you have the "mistakes" of the past you would like to deal with in term of resource costs--the torus, sculpties, and scripts. You cannot solve these problems by loading down mesh with corrections to try to make up for them. If you do, you will hamstring mesh to the point where it will be underused.

    Consider the new user with his 512 sq. m of land. Do you want some low prim, quality items to be available to him with his measly 117 prims? That may help retention if he can actually do something half decent with his little plot of land.

    Let us consider current users. Many of them also fade off into the distance, losing interest and becoming disenchanted. Mesh holds the potential to breathe excitement back into SL for many and might even draw some of the oldbies back in, unless it is not used or is underused. Mesh should be a big deal when it hits the grid, not a disappointment.

    There are people who fear change out there who have been predicting the doom and downfall of SL due to evil mesh coming. Let us not give them more to wail and shout against. They won't bother to learn all the ins and outs and details. They will lock onto one little thing and blow it out of all proportion, and many will believe them.

    Please don't hamstring mesh that badly. Scripts and physical or not should not enter the prim count equation. Very low triangle count meshes should be 1 prim.

    You are doing a good job on dealing with lag Linden Lab. I think where you need to put your effort to continue to battle lag is on technology. Invest the money required to stay on the cutting edge when it comes to servers. In another year or two, technology itself will be able to handle more and you might even want to give us more prims, say 20,000 per sim? Until then, you will have to eat the errors of the past in order to attract more users and retain the users and content creators you have.

    I hope someone out there is listening.

    • Like 1
  11. Right now mesh is only on the Aditi grid. It is a test grid. If you were able to upload a collada (.dae) file, you were definitely on the Aditi grid.

    Anything you upload there will only appear in your inventory when you are on the Aditi grid. It will not be in your inventory on the Agni main grid.

    Right now you cannot upload mesh to the Agni main grid. Mesh is expected to go live on the main grid in July or August, possibly September. Until then, you can only experiment with mesh on the Aditi test grid.

    You can make your products and have them ready to go when mesh goes live, saving your files on your computer so you can easily find them when it is time to upload to the main grid. That is what I am doing.

  12. Yes, I can make a basic UV map and change the layout, scale things up and down depending on detail wanted for texturing, and so on. It is the separating the UVs into 2 UV maps that I don't know how to do, but I can wait for that or search the net. There is so much stuff out there on Blender that I am sure to find it somewhere. Meanwhile, if anyone just happens to have a link to that information, I sure would appreciate it!

    By the way, the triangles are a good trick that I had not thought about using to bridge to an area of half the loops. Thanks for that!

  13. I have read through what you have done on the "Kettle Quest" so far Gaia, and love it! The lightbulb came on for me in a few places. I am still very new to Blender.

    I would like to see some detail about how you took the kettle interior UVs and put them onto their own UV map. I am guessing that you are probably one step ahead of me and already plan to do this.

    Thank you for all your effort to help the rest of us. I know I appreciate it and I am sure many others do as well.

  14. Thank you! This is all valuable stuff to know! It is also important to do our best to figure it all out before mesh hits the main grid, because people will be looking to those of us who played with it in beta to advise and educate them (especially your wonderful tutorials Gaia).

    So, if I wanted to build a house, I would be better to make it in pieces instead of trying to do it all in one or two large meshes I would assume.

  15. I want to make sue I understand this correctly. If I have two objects in Blender, I am better off exporting each as separate collada files and joining them in world than I would be joining them in Blender and exporting as one collada file? I would get a lower prim count that way?

     

  16. Quote: "Since I have read that meshes can impact so bad on perfrmances of a sim then how will be handled the supersmap of mesh clothes we will soon seen in SL ? Hpw will be possible to protect regions from overcoming of people with lot ofmesh clothes?"

    Where did you read that? From my understanding the opposite will be true. Mesh will be less demanding on resources than a lot of normal prims, flex prims, and sculpts used currently to make clothing. I think your source is mistaken.

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