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About Me

Found 553 results

  1. Hello All, I am looking to open my own clinic and in need of a custom building. I want it modern but High Quality I can provide all the details further once we talk. I am willing to pay you. Please contact me! Serious Inquires Only Thanks! Isla Rei (Bohia Resident)
  2. Hi! I am looking for mesh hair like on picture shown on girl. Bangs with mid lenght tail. I have similar by LeLutka but they dont fit well on Catwa. And Taketomi, but tail is too long.
  3. If you need custom made made items feel free to contact ica84 inworld... You chan check some of my previous items i made on my flickr: https://www.flickr.com/photos/151832979@N03/ or marketplace: https://marketplace.secondlife.com/stores/156210 so you can get a feel what i made. Note that i did only few of clothes rigging and i awoid doing it at this moment. also if u r interested in attending one on one classes in 3d modeling let me know too...
  4. I'm looking for a mesh creator who can also rig to the (bento hands, specifically) of the Maitreya Lara, Slink female, and Belleza Jake bodies. Belleza female and Signature Gianni would be a plus. The mesh themselves are (I hope) pretty simple avatar accessories rather than clothing items. I'm more than happy to pay hourly freelancer rates, payment methods and details to be discussed. Please contact me via PM, or email arielscheele@gmail.com
  5. Do you have a project that requires custom 3D meshes props or LSL scripts? Let me help you help you create the props or scripts that you need to make your project a reality. Whether you know exactly what you want or need help figuring it out we can work together and I can guide you through the process with 8 years of experience creating mesh props and 2 years of experience with LSL scripting. If you do not know exactly what you want I can help you with my design consulting services. Together we will discuss your project in detail, research as needed, and come up with a solution to, or design for, your project. After you are happy with the results all the collected information will be packaged in a neat and organized system and given to you to continue using with me or to take to another creator that can help you finish the project. If you do know what you need then I can help with that too. There is still a process where we discuss and research as needed similar to a consultation but much shorter. It is so that I can understand what it is that you want created. Once we are on the same page, I will use my years of experience to create high quality meshes and LSL scripts that are optimized for Second Life. You will be updated regularly along the way so you know what is going on and so you have any opportunity to give your input on the results. After anything is considered completed then we will review it and changes will be made accordingly. My clients have always been happy with what we have made together and I hope that I can help you on your project and make you just as happy. If you have a project in mind send me a message and we can make it a reality. Email me at brownboxstudio@gmail.com, an inworld message to BrownBoxStudio, or reply to this thread and I will get back to you shortly. Visit the links below to see my work in and out of Second Life. Projects that I have done in and out of Second Life Literary Lunch Box (Second Life): https://imgur.com/a/OEESeKS? Concrete Art Deco Pier Park and Pier House (Second Life): https://imgur.com/a/TVr08b6 Various Props for Second Life: https://imgur.com/a/oUj6bYm Title Card for Twitch: https://imgur.com/a/XV4TCev Various Props not made for Second Life: https://imgur.com/a/ayXpGtx I also have a handful of scripting projects I have programmed that I can show in world if requested. I have programmed games like skeeball, other carnival games, and even an advanced texture change system described and shown in the Various Props for Second Life project above.
  6. Queeer

    Transparent Back?

    Hello ~ I am new to meshing an I have gotten pretty far but I am stuck on this issue I have of the back of my mesh model being transparent from the outside. I've tried flipping the back side in Marvelous Designer an switching it from triangles to quads but it still hasn't fixed the problem for me.. Maybe I am missing something. Screenshot for example - X X X
  7. I'm new to avastar and I use blender. I messed up the weight on one part of my model and now I'm stuck, long story short I ended up removing all the weight on that bone. My question is pretty obvious, how do I copy the original weight of that bone back to my model, but only that bone while keeping the rest of the weights untouched. I'm desperate for answers, I don't wanna have to redo the whole process. Please help me.
  8. Hello. I apparently have a IQ less than 6 and don't really understand these instructions that came with my mesh. It was about applying textures on a shell mesh (the "clothing mesh" or something like that). It read: " ::Applying textures on the Body Shell(s) (the clothing layer):: 11.) Select the chest of the Body Shell for select the top group of faces. 12.) Locate the upper cloth texture you will use, and drag it to the Texture box of the Edit Tool window. 13.) Repeat steps 6 and 7, but select the forearms instead, and the same for the hands. 14.) Select the leg of the Body Shell for select the top group of faces. 15.) Locate the lower cloth texture you will use, and drag it to the Texture box of the Edit Tool window. You have two shells for apply two different layers of clothing." So I did what the instructions said and when I applied the textures on the chest of the mesh, it came out wrong (I checked the "select face" option). I tried looking up how to texture meshes and all that came up was about mesh clothing and not avatars ☹️. I don't understand clothing layers or applying clothing textures to meshes or what a shell is its all so confusing and literally no where on google explains this stuff. The mesh is a Anthro Anim mesh if that helps, out of all meshes I've seen, his are the only ones I know where a 'shell" exist.
  9. Hey guys is there any one who makes custom avatars here??? i have my avatar custom made but its not upto the mark i wanted it to look like real me and one of my friend tried it..but there is another platform which is called as DAZ studios and one of a creator made it using my real pix which u can see here...but i want the same model here on second life is it possible?? happy to pay too please message me if u can do it thanks
  10. Hey guys is there any one who makes custom avatars here??? i have my avatar custom made but its not upto the mark i wanted it to look like real me and one of my friend tried it..but there is another platform which is called as DAZ studios and one of a creator made it using my real pix which u can see here...but i want the same model here on second life is it possible?? happy to pay too please message me if u can do it thanks https://mega.nz/#F!RnQGSSQR!dNqiVJ_PZ-KP4pPTzhDEUw
  11. I think the server forum is the right place for this… Just now, for the first time ever, and without any action by me, a couple of links with their own sit targets and set to sit on click, have started returning the "No suitable surface to sit on" message, whether directly clicked-to-sit or right-clicked and sit selected from the menu. It's true that neither does have an obvious sitting surface, but they did work properly before. The items, both meshes, are linked to a larger linkset that has a mesh as its root, and includes an assortment of prims and meshes. I've reset the scripts, but to no effect. Is this a known issue? Has anyone else experienced it, and, if so, have they found a cure? Or is it Jira time? Any other suggestions?
  12. This is not really a tutorial, more a walk though of me tackling this, I've tried to explain stuff as I go. I made 8 funnels 24 prim / li total. These are prims, so they degrade with distance really nicely. The look great .. if a little expensive these days. I exported these with firestorm as collada and reimported right back into SL I did not touch the options in the uploader, defaults all the way. It cost me L$35, they are now 15 Li .. Oh no !! My LOD is set to the max allowed in the stock Linden viewer. and if I move my camera back just a little YUK! So I can either reupload, spend more and change the numbers to give it higher detail .. costs more and uses more Li. Nope. I could change my viewer settings so they look awesome! Only now everything in SL is rendered the same way, I guess I didn't like my frame-rate anyway, and it's totally worth a slower SL everywhere just so I can enjoy these .. ok, maybe not. Import into blender 2.8, from this point on i will use menus (and add keyboard shortcuts in brackets) for uncommon things, and just keyboard shortcuts for common ones .. sure there is a menu for everything if you prefer to spend all day on this Press and hold the middle mouse to move your camera, scroll mouse wheel to zoom (or ctrl+middle mouse), shift + middle mouse to pan. Selected all objects 'Select > All' (A) .. or just draw a box around them. Join into one object 'Object - Join' (CTRL+J) .. just to make it easier. I have enabled the wireframe in the viewport overlay At the bottom of the screen you can see how much detail there is in your mesh with the verts, edges and tris. (the slash in the number shows Selected/Total, in this case we have everything selected so the numbers are the same ) Tris:3264 - The number of triangles used to make this object. Faces:3264 - the flat solid looking triangles you can see! Edges:6176 - the lines. Verts:3008 - the points where the lines meet. Ouch, seems the export from SL is a bit .. verbose, not a bad thing, but the opposite of what we want to have back in SL. Lets just do some quick and dirty clean up. Press (TAB) to get into edit mode .. there is a drop down for this, but yeah, it's TAB, you're done. There will be lots of duplicated vertices (the points that all the lines connect to), this just makes things painful .. so get rid of them by 'Mesh > Clean up > Merge By Distance' Bottom of the screen it says - Removed 1616 verticies .. which is well over half what we started with and the other numbers have gotten lower too. Win win .. wait a minute, it all looks horrible !! Seems all the texture data from SL got screwed up, thats ok, we didnt want it anyway ! But this is ugly, so lets make it easier to see while we work on. from the drop down in the top right of the viewport, i set lighting to flat, picked a nice light green and then enable cavity (a little shading, we cant use this anywhere else, but it makes working easier to see). Back face Culling is an important one, blender likes to show faces as being double sided (like a sheet of paper), SL does not. Next, lets ask blender to make it simpler, this wont affect the shape, just remove all the unnecessary bits. 'Mesh > Clean up > Limited Dissolve' That's better, and the numbers are going down ! Next, lets get rid of the stuff inside that we cant see. We know this model has stuff inside that we want to get rid of. If you put two prims side by side, export them from SL, you get everything, even the faces that are out of sight. Select nothing by clicking on the background somewhere. From the top selector, pick 'faces', this controls what bits of the mesh we can select by clicking on it. (Good time to mention the first one is verts, next is edges) You could now start clicking on faces to select them one by one .. but that would take ages .. So lets find another way. Press C you will get a round dotted cursor, scroll the mouse wheel to make it nice and big, and then click, hold and paint all over the funnels. Right click when done. (To deselect this with tool, you can just hold SHIFT while you paint.. don't do that now though, that's not what were doing!) Looks good right? Nope ! Use middle mouse to orbit your camera around .. see what it did OK, lets do that again, and again orbiting the camera each time till we have all the visible faces selected. If you miss click and drop your selection, you can press CTRL+Z to go back to your previous. Half of blender is selecting the bits of your model to work on. Take a moment to slowly rotate around and make sure you got all the faces you could see. Even inside the holes! We think we should ONLY the outside faces of the model selected. Next, lets Hide the stuff we have selected Press H ! Poof, a lot went away and were left with some rings? These are faces we didn't select because they are inside the model. This is not ALL of the hidden faces .. hmmm, got a bad feeling about this. I think we back track and find another way to only expose the hidden faces we don't want. (This is where you decide this was a silly idea and go buy a funnel from the market place like a normal person.) Why did we just do all that if it wouldn't work? Sometimes blender wont do exactly what you expect There are many ways to accomplish the same end. Learning how to fix mistakes is a key skill. Press CTRL+Z a few times till you get back to all the funnels looking complete before we hide anything before. Lets peek in a menu .. 'Select > Select All By Trait > Interior faces' .. why didn't we just do that?! because depending on how your model has been made it doesn't always work, and from my experience with SL imports .. it's not going to help. For me at least with this example .. it selects nothing - either look at the numbers in the bottom right corner, or tap G (to Grab) the selected stuff and move your mouse about .. great visual way of seeing what you have selected .. press right click drop them back without making any changes. We could start peeking inside and trying to select bits we want to get rid of manually .. too slow and too much eye strain, although for some models you may end up resorting to this as a final final last step. Rule of thumb, if it feels like you're pixel editing .. back up and find another way. Lets manually select the stuff we want to keep, but not one by one. Press ALT+SHIFT and then click next to a line, it selected a while ring! (take a few minutes here to play with this and get a feel for selecting stuff) You can hold SHIFT and keep clicking on other bits to add those to the selection. If you miss and drop your selected parts, press CTRL+Z .. undo is your best friend, buy it a cake. Keep going till you have all the 'sides' selected. Holding shift click on the top faces to select those too middle mouse orbit your cam select the bottom faces Now press H to hide the selection How did we do? Ok! Start with the big top ring! Select that (notice it still has a couple of parts, so get each, Press X to delete and from the popup menu, pick 'Faces' It left some edges (and vertices) behind .. we don't care, we might need them .. we might not .. and if not, blenders auto clean up tools will get them later. Now then, lets have a close look at the bottom rings Hmm, seems like our exported prims dont match up perfectly .. well, in any case we wont need this interior faces, so lets select them and delete as before.. pick a face or two and press X, pick faces from the popup, keep going till you just have two rings Press ALT+H to unhide everything to check we didnt delete anything we wanted to keep by accident. if you did .. CTRL Z a couple times to the rescue ! Delete a little less in one go, double check selections of stuff in previous steps. if its all good CTRL+Z once to go back to the outside being hidden. Do the other 7 funnels. (yes, its a chore and slow .. but that muscle memory needs a work out. Remember, you get good, then you get fast. You can use any combination of methods to select stuff to hide, play about, remember how much Undo loves you. you will end up with this OK .. now, let see what's going on with that join. Yike .. We have holes and an almost unlimited number of ways to fix this. We could just patch the holes up with new faces .. probably ugly not to mention fiddly, We could merge the two edge rings together by joining some of those verts up .. slow and fiddly We could junk that bottom part entirely and remake it. fast and easy .. let do that. Middle mouse your camera over so you're looking at the bottom Change the select tool to verticies Using C .. select the ends. If you're clumsy like me and pick bits in the middle too, hold shift while in the C tool and deselect. Select all the geometry that's connected to those points we picked with 'Select > Select Linked > Linked' (or CTRL+L) and then make them go away forever with the X key and picking 'faces' .. if extra stuff goes away .. Undo, double check your selection, try again. Use the C tool to select all those top points .. waait .. just scrubbing your mouse around is going to pick up stuff we dont want so adjust your camera and be careful When you think you have it, tap G and move your mouse about, if only the tops move, you did it. right click to leave the points where they were. Double check by moving your camera and using G again, it pays to be careful. Now, we need to extrude those rings out to match the size of the prims, lucky for US both blender and SL use the same scale! We could have left a couple of edges behind from the previous step as a guide, we could just eyeball it, but for this lets get the size from the actual prim in SL .. which for me from top to bottom is 0.3 ! This one is a few key commands together .. yes menus .. but this is bread and butter stuff, so its really better to just learn the keyboard shortcut way. Press E to extrude, you will have a load of tubes moving about with your mouse, dont click anywhere ! Press Z to lock movement to the Z axis Then type "-.3" (the distance to move, minus as were moving down) and press ENTER Lets close those round holes. Select nothing, Select one pair of rings at a time. and from the top menu 'Edge > Bridge Edge loops' Do the rest. How are we looking for triangle count ? Not too bad. Yes those end funnel parts are more detailed than the SL export, but the over all count is lower. Lets dump these into SL and see what happens. 'FIle > Export > Collada' Bottom left of the screen that appears Make sure selection only is picked (should be) Name the file 'Funnel LOD0.dae' Toss it into SL, same as at the start, not going to change anything on the upload floater, and .... drum roll ... Oh damn !! That's a third of the cost and 3 Li rather than 15 ! BUT WAIT ! THERE'S MORE ! We can now get about twice as far away before they start to collapse The textures are wrong, we need to UV unwrap and a little baking and they will look epic. We can do better on the LOD and cost by manually making those meshes (at least make it degrade smoother even if we cant save any more Li) But this is already a stupid long post. It took me 90 mins .. and I was taking screenshots and writing this mess for most of that. If I was just doing this .. 5 minutes.
  13. HELLO I create custom mesh, my abilities include: Furniture, props, decor, objects, mesh logos and backdrops. --------------------------------------------------------------------------------------------------- POLICY -50% is to be paid up front- -If I am late within the negotiated deadline I will pay back the 50% deposit- -I am allowed to canceled orders at any time, you will get your payment back- --------------------------------------------------------------------------------------------------- PRICING Mesh Logo - 800L Backdrop - 1000L Custom Mesh - 2000L (prices vary) --------------------------------------------------------------------------------------------------- CONTACT Email: roseslphotography@gmail.com Inworld Facebook
  14. Hi AS with everything else I know about LSL, I am self taught by looking at other's work and experimenting from there. In this way I've become 'average to good' with LSL, but every now and then I'm completely stuck, so I hope you guys and girls can help - even if I struggle to find the right way to describe the problem. Here goes. I was examining a mesh animal which when it's script runs, appears to move it's legs through about 8 positions, in a cycle. I have seen it done in the past using multiple meshs, each in turn being switched to visibility on or off, to create the effect, and I understand exactly how to do that. However, what new voodoo is this?! Now these mesh objects consict of only one mesh prim and worse, only 2 faces (0 and 1), and yet they have the shape and textures for 8 changes in leg position! So - how on earth would I address them to switch each on and off in turn, when the limit of apparent addressability is (assuming prim number / face number) is just 0,0 and 0,1? How do I switch any 7 of them off and one on, in turn, to create such animated illusions? Thank you for your insights! Frankie.
  15. I'm looking for a new mesher. Must be able to rig clothing, shoes and jewelry for these bodies : Maitreya, Slink (male and female + hourglass) and Signature (Gianni and Gerlat) Make static and decor items Willing to pay well for excellent work. (Pref around 15 an hour but there is a little wiggle room) Also, must be timely (which is the reason I need a new mesher, I don't wanna wait 3 months for a product) Items must be exclusive to me and my brand.
  16. Scamp Skytower

    Feet

    Hi. Whats going on here. i have an old linden avi because i'm scared of change. whenever i buy shoes they don't fit. or rather, my feet don't fit. this is in any type of shoe (maitreya, etc) If you see the attached picture, my foot is much bigger than the shoe, its clearly been altered by the base but not to fit the shoe. is this a problem with mesh shoes vs old feet or am i doing something wrong? please let me know as i have lots of shoes and future shoes that i'd like to wear but this happens!! why? thanks for your help. Sarah
  17. Hi! so my friend got a mesh body from the same place as mine (but male) from Belleza and we're having some issues. Such as, when the hud first pops up, it wont let us click it to open it and when it does, it doesn't let us change the skin tone, eyes, or even look at the alpha layer to remove parts. It wont let us select anything. We tried on a different computer just to see if it was just his acing up but it was doing the same thing on mine as well. We've read the instructions over and over again and still nothing is working. The body can be applied to his avatar no problem but its just the customization that's having issues.
  18. Why are more and more clothing designers boycotting TMP? There seems to be a hate on for them growing...... I have a TMP mesh body -- should I start looking for a new one from someone else; will I be stranded with no choice of clothes?
  19. Hello, I am in search of a full perm mesh clothing developer for men and women clothing. I would like all faces of items to be separate i.e. (Men suit = face1 jacket face2 shirt, face 3 tie, face 4 belt, face 5 pants)...Also want it where the suit pieces can be worn separate if needed....NO WHOLE PIECE TEMPLATE.......If you are interested in designing custom clothes for me please contact me. Must be experienced and have items to prove they are capable of designing. I have seen mesh templates be heavy in prims, only want items in low prim. Please provide me with pricing for the following items when responding: Men suit (2 & 3 piece suits....each as separate pieces) Jacket, Shirt, Tie, Vest, Belt & Pants Women Suit ( 2 & 3 piece suit....each as separate pieces) Jacket, Skirt, Shirt, Pants Man button up shirt- Long sleeve can wear a tie, Longs sleeve half unbuttoned Ladies Dress - This can be a One piece with different faces for back and front and sleeves Send Notecards ONLY! Get capped a lot.....respond to mzfineazz Resident! Please only serious inquiring only! The sizes needed will be standard m ~l ~xl slink, belleza, astethetic, Gianni, tmp, geralt If I left anything out that you may need to provide a quote, please contact me and I will answer your questions
  20. Hello, I want to create feet accessories for the Maitreya, Slink and Belleza feet. Problem is, that the toes are united in the blend file but seperated in SL InGame. I would like to export the feet of the Maitreya, Slink and Belleza bodies from the game to get the right meshes for positioning but it's not possible. Anyone who knows how to deal with this situation? Regards
  21. As I swim deeper into tutorials and manuals about Bento heads, I am more awed than ever by the artistry and skill that goes into these creations. I'm in the planning stage for animated movies that use Bento-enabled facial expression. Current heads meet many of my needs, but sliders can't quite achieve a particular shape I'm seeking for special applications of projected light. As an animator with crude modeling skills, I could conceivably sculpt and rig this shape on my own. Would that mean weeks of study and $$, or months and $$$$ (for Mudbox or Zbrush)? What about commissioning the shape from a 3D sculptor and paying another artist to Bento-ize it? Could a major creator easily produce a variant, which she could then sell in her store? I realize there may be many possibilities. Before I choose a path, I'm just seeking perspectives from this expert community. Thank you!
  22. Okay so I took Signature Gianni Rigged body and exported it as .dae file , including armature and checked "deformed bones only" , then I imported that dae file in Marvelous designer and when i move the bones the mesh does not move with them, it seems unrigged. Please help me figure out what I'm missing what I'm doing wrong. I checked Forums and Youtube but nop no answers related to this issue
  23. Hello! I am making a small building about 3 x 5 in size and baking AO map in blender render, but for some reason it appears too dark inside, the walls seem gray. How can I make it lighter but not lose the shadow in the corners? (the building has two doors and windows on all walls).
  24. I'm looking to pay someone who can make a underwear mesh for the kemono body. Preferably unrigged and rigged versions (one that fits perfect and one that can have it's size change.) Would need one version for default kemono body and one for kemono busty fitted torso. I have references to send for how the mesh should look, just send me a message or reply to this thread if this seems like something you'd tackle.
  25. Hello everyone, we are a group of developers looking to help you get YOUR projects off the ground for a low cost!~ We all have over 8 years experience in our given fields and can create anything as the sky is the limit from full sims to even mobile games if needed. We do everything from custom scripts / meshs / animesh / and textures whenever needed. CUSTOM SCRIPTS We can do any type of script from fun custom games(either sim-based or a small board game) to SL code that connects to databases or even connects your project to a your mobile phone. All our scripts are always fully permed and allowed to be edited. We also provide documentation on big projects in case further development needs to be done. CUSTOM MESHS If you need a mesh or meshs, we can provide high and low prim solutions. We do always appreciate any form of references such as images from google or sketches you might have made. We do all types of meshs ( Furniture, Wearables, Pets, Avatars, etc..) and can supply all 3D files in and out of SL (fully permed of course). CUSTOM PROJECTS All custom projects are welcome but always requires a good description of what you are looking for and to know what you require (Such as, do you require a HUD? a database? a website? a mobile app? do you need 3D? ... etc). If you have any questions / concerns it is better to message me directly. Come check us out at our HeadQuarters for more info/demos : http://maps.secondlife.com/secondlife/Make It R3IGN/81/100/18 Highlighted projects in SL: Custom RP Sim that connects to database from HUD, Custom RC Death-match game, Attachable gun turret for boat/ship Highlighted projects worked on outside of SL (MMO for mobile) : https://www.buildnx.com/spellborne (VR Education Project) : https://www.buildnx.com/learnertech
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