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Naergilien Wunderlich

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Everything posted by Naergilien Wunderlich

  1. Hi everyone, here's what I have: - a building, which is about 250 meters long. ~50 meters wide (varies in some places) and up to ~40m high (again, that varies in some places). The building is made from ~200 non-linked prims (maybe a bit less). It spans several parcels, but is on one sim. Keep in mind that the building in question, as just said, is almost a sim long, and spans several parcels - I don't know much about scripting, but I guess that part is important ;-) Here's what I want: - I need a script (or probably more than one, and yes, I am aware that one of those scripts probably has to go into each and every one of those prims the building is made of...) that will: a) record the exact position and rotation of each of those prims (which I need for d) - read below...) b) on command (probably by another script in a prim - which I will call control prim - which distributes its command sim-wide, not just parcel-wide), all those prims have to turn physical (and, in effect, have to 'fall to the ground); c) after a while, I will have to be able to issue another command, so that the prims become non-physical again; d) again after a while, another command that will make those prims return to the position as recorded in a) (and, of course, remain non-physical so that the thing won't crash down again). The 'commands' could be evoked by saying some kinda 'magic word', or it could also happen via click on the 'control' prim, or, even better: with a blue menu so I exactly know which command I'm executing at that time. Anyone in to helping out? Best wishes, Naergi
  2. Chosen Few wrote: Very nice. Looks like Deep Paint 3D has come a LONG way since the last time I used it. I enjoyed watching your technique with the liquefy filter for projections in Photshop, gave me a few ideas. Thanks for sharing! Actually, DP3D hasn't really changed since 1999 (that's how long I've been using it). Maybe you just had the 2D version, or the one that isn't capable of doing projection mode texturing? There were several versions; I've always been using the one that was capable of projection mode. Of course my life INSTANTLY became better when I figured that instead of hours of cutting and matching, I could also just use the liquify filter on the exported projection layers to, well, match photo to projection base layer! Then again, in some cases, lotsa cutting and matching is still required; particularly on skins. And still, even if it IS a software from 1999, I still say it's the best software for photorealistic texturing (as in, using reference photos to texture something...) that's available. Of course it's bad at image editing etc. but then again, that's not what it was made for. For what it was made - 3D texturing - it's brilliant. In combination with Blender and Photoshop - what else could a texturer possibly need? :matte-motes-wink-tongue: IZI Magic wrote: wow i never new making a jumper in mesh was so hard kudos to you Oh, this isn't a mesh item. It's 'just' sculpties and regular texture layers on the SL avatar. Also, I don't really consider it hard; but then again I probably just have "a bit" of practice ;-) Thanks to the nice people who have replied and praised my work I've posted this quite some time ago so I was pretty surprised that so many people had answered on a single day :-D Right now I'm busy creating a realistic replica of the Crystal Palace in SL.THAT is some serious texturing and sculpting sh*t *lol*!
  3. Maybe you don't want to think about what causes this in SL, but try the other way round: Don't have your sculpts in Blender show as 'smooth'. That is causing the problem of your distorted view in Blender. Without them being displayed as 'smooth', you'd almost exactly see in Blender what you're going to get in SL.
  4. I hope this is the right forum to post this in; I've made another texturing video. This time, it's about sculpting, texturing and uploading / creating a turtleneck sweater in SL: In case you have questions, please read the notes on the Youtube page first; I already wrote so much there that I don't want to be repetitive here ;-) Best wishes, Naergi
  5. For SL, /me is working with (also in the order of most to least used): DeepPaint3D; Blender; Adobe Photoshop CS4 extended; Ulead PhotoImpact 10; Poser 7 (or 5, if I'm working on my laptop - just a matter of laziness in installing the 7 upgrade on that one...) my camera (Nikon).
  6. Thank you! (I made the video ;-) ) About not having back to go to editing in 2D if 3D is good enough: I can only speak for myself (and I've worked with DeepPaint3D since 1999!), but... When photosourcing in DP3D, your result on a mesh (no matter if it's an SL avatar, a sculptie turned into an *.obj or any other mesh) will only be as good as a) your reference photos from which you're photosourcing and b) your knowledge about the software. Neither can be substituted in any way. Your reference photos are good, your skills are bad? Result will be mediocre at best. Your reference photos are bad, your skills are good? Again, mediocre results at best. Your reference photos are bad AND your skills are nonexistent? Don't hope for the resulting textures being even just mediocre. Your reference photos are good and your skills with that particular software are good? Great, that should result in really good textures. Note that DP3D isn't really simple to learn. It took me about three years before I could use it the way I'm using it in the video. So you'll need time to learn how to use it. This will be frustrating at first, last not least because of the lack of tutorials. I recommend reading the manual that comes with it at least twice before even starting to use the software. Plus it still takes a lot of time. If you've seen my notes on the video, the texturing of that head took four hours, not a few minutes (the video is time lapsed). An entire skin takes about 40-60 hours. As I already said, bring time - not just for learning the software, but also for working with it. Also, you'll still need 2D image editing software (like Photoshop) after your textures are finished; for example to change the color of your textures, do some touch-ups etc.. That is something DeepPaint can't do - then again, it's not *supposed* to be able to do that, it's a 3D texturing software and not an image editing software ;-) That having said, despite its age and the steep learning curve, I think that DP3D is STILL the best available software for 3D photosourcing. I've tried quite a few other softwares, but none of them was like DP3D. I also own PS CS4 Extended but the photosourcing results in *that* software are just disappointing to me. Just my 2 cents as an old user of DeepPaint ;-)
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