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Found 596 results

  1. Hello everybody! I'm a Maya beginner, and I have some questions for you: What renderer for Maya most of Second Life creators prefer using for texture baking: Mental Ray or V-Ray? What kind of lighting in Maya Second Life creators using to achive results like this: I mean, less shadows, dark spots inside and outside. Is it may special HDRI map? What do you guys think? Thank you!
  2. Hi again. I'm creator of Purrrfect and Horrifically delicious stores. I selled full perm templates for a lot of years and i'm self educated in mesh. I can teach you basic blender work and creating clothes from nothing. I suspect my methods are not so mainstreem but they are all about the comfort and reducing time of work. I'm not so great in a free sculpting because i'm all about game indistry not art industry (different type of 3d) and all about game industry specifics. I'll not make extremely losg teaching because it's rediculous to create 50 lessons from 5-10. I use some programs you'll have to get somewhere like marvelous designer and retopology progrmas. But this is really when i'm lazy. I dont' think there is need to increase the miracle effect in 3d work, so i show it simple and if you want more story into lessons i can so it. But if you choose just go there and start from scratch i'm fine with it. But please don't think it'll not be effort from your side because after me you'll have to fight with what you've learned by yourself.I can provide some help afterworld like fixing and showing you your mistakes. Maybe it would be nice to have homework to be able to see mistakes right after lesson. I can only accept straight paypal payouts, and we'll speak about price in private. There is only one thing, i have bad english accent so probably you'll want to choose lessons with text not voice.I can include text in video. Contact me by mail or skype: alfirin.dancer@gmail.com (i check mail every morning but by skype you can reach me all day)
  3. Hi I have written asking about this mystery a couple of times before but no one seems to have any idea, which I find difficult to believe, so I'm trying again with a fresh example. There is a particular technique of animating a mesh object that I am seeing that utterly baffles me and I wonder if any smart mesh coder out there can point the way for me? Now one method I'm familair with is by combining many models together, each with a slightly moved posture, linking them all together into one multi-limbed monstrosity, then using LSL to switch them all invisible but one, then cycle through which one is visible to create the desired effect. You have one new model for each 'frame' of the finished animation. Now I understand that and that is NOT the technique I'm asking about. The mystery technique operates on a single mesh object (no linked parts) that reports only 2 faces. An actual example: I recently bought a shark that has 4 tail swim positions. I have seen things with about 10 positions but lets keep this simple as an example. When working, the shark switches tail positions to create the illusion of wagging it's tail left and right. As there are only 4 positions in this example, the illusion is a little jerky, but it's the 'how'? of it I want to ask about. This shark is one object - not four. It's not one torso with four tails either. It's the Shiva of sharks - all one body with several tail fins. So - switching one body visible and the rest 'off' isn't possible here. Clicking on the various tails as I have to get their face number doesn't solve it either, as at least three of the tails have the exact same face number. I have seen other cretaures that have many more than 4 positions, and these too are all one model with a similar paucity of faces, so - it's NOT about addressing different faces and telling different faces to switch on and off either. So summary - we have a multi-phase animated creature with more 3D new positions than there are objects - or faces - in it's composition. How on earth can I start to accomplish something like that myself? Only if you actually know please! Regards Frankie.
  4. Hi there. I'm creator of Purrrfect store ( but i had to close it by personal reasons), you can watch items of my alt store "Horrifically delicious". I can do a custom mesh for you. I work with Maitraya Lara, Slink, Slink hourglass,can be Belezza but questionable.Also have Gianny male dev files and femboy chest for Lara. I also own Marvelous designer so i can work for Sansar. There are only couple of rules: 1) i only accept straight paypal payouts without linden dollars. 2) Not all the designs can be done and there can be some changes in design to avoid problems. 3) As i closed my stores there can be possability i'll not have lindens for test uploads so maybe you'll have to give them if the item is hard one.4) Leave me anought time for work and dont rush. Would appreciate if we'll contact by skype not notecards or mails : alfirin.dancer@gmail.com
  5. Hello all. I had a concern about creating mesh hair... I've actually been making hair for a long time in SL (since 2007), but the hair I've made before was either with sculpties or mesh but in anime/toon style with no alpha (Think of Sims 4 hair). So I've never before really had to deal much with alpha-textured hair... but now that I'm trying to get into making mesh hair with realistic alpha that can work for the realistic mesh faces to give the soft/wispy hair look... I'm having issues and would like some advice from anyone who makes hair or otherwise deals with alpha bugs on mesh. I have attached two photos at the bottom, one where the problem is clearly visible, and the other where the problem does not exist... and the problem has to do with the lighting in-world. There is a glitch that if you use the advanced lighting model and stand near certain kinds of lighting like spot lighting, the alpha ends of the hair will mismatch the rest of the hair by being more dimly-lit than the non-alpha or alpha-masked parts of the hair… The difference becomes more and more pronouonced as the "Ambiance" of the lighting goes up (this photo shows it under a spotlight with Ambiance of 1.0). The only fix I could find was to either not stand near spot lights… disable local lights/advanced lighting model temporarily… or make a copy of the hair and using “edit linked objects” or “select texture”, select the alpha part of the hair, and switch the texture’s alpha mode to “Alpha Mask” with a “Mask cutoff” of 125. But, I am trying to figure out if there's a way around this, because it's honestly kind of unreasonable to expect customers to just avoid areas and not complain or feel ripped-off (even though the hair is a group gift, but I want to learn for future hair I will want to make/sell, and update a fix for this one). And while setting the alpha mode to "Alpha Mask" does solve it, it makes the hair look too sharp like it's wet, which I am trying to avoid. >.< And while other hairs I have worn by other creators which has plenty of alpha (such as Dura or really any hair store!) also have some degree of glitching in spotlights, it's not as bad or obvious as with my hair. Unfortunately, I don't have hair creator friends to ask for advice, so I'm posting here. If there's any tips for how you make hair with alpha, that manages to: A: not suffer from the alpha bug where the strands bleed through each other, and... B: not suffer so obviously from the spot lighting in SL. I'd be very grateful. Thanks in advance. --- Inside a regular home in region windlight: Inside the same home with flatter windlight, and facing away from the spot light source:
  6. Hello! I am trying to rig a non T-pose character. Its in an "I"-pose actually, arms are down, legs together. So I rig it, everything is fine, but how do I get it back to T-pose before I upload it? Alt+R dont work. And another thing. It seems bones are somehow locked, they dont move 360 degrees, its fine but still curious how to disable it. Any help please?
  7. inZoxi is a tried and tested name in SL, with its head being a 13-year member and creator within Second Life. Zoxin is both a creator and a user in SL, an important observation as there's a particular etiquette when it comes to creating custom content for users, most of which won't be understood by those coming in simply with a background in 3D. Services offered**: Mesh Texturing Rigging Scripting Animation* Animesh* *Animation for commissioned meshes. **Products being resold require 15% profit split on sales. If you're looking for a custom creation, from small to project, please contact Zoxin inworld for a portfolio and/or quote; note not all commissions will be accepted. Thanks, Zoxin.
  8. Looking for a experienced mesh creator that is able to work with kemono body (default and busty). I need a mesh of panties made and have reference pictures to share with those interested in taking this up, that I'll share over private message. Please be ready to show previous work you've created, I'll try to reply asap!
  9. Custom Mesher - Clothing Mesher - Looking For Employment
  10. Offering my services for custom work in secondlife. You can find all the details in the formular bellow http://bit.ly/ACroftCommission You can see some of my work here https://bit.ly/2X9pJbR
  11. Hello! Anyone can make a custom mesh hair like in this pictures (twin mohawk)? leave your message here please!
  12. Hello! I am trying to create an avatar using machinimatrix workbench and I had to bend the skeleton, I decided to try to set the weight manually and applied the armature with empty weight groups. Weight painted and checked all in pose mode, part of the bones i don't use and deleted them from weight groups window. i applied rotation, location and scale to the skeleton and to the model, created a static pose. but the avatar is distorted when uploading and pose dont work proper. please tell me what was wrong?
  13. I have been creating in SL since 2009, if you are in need of a custom (rigged / unrigged including textures) mesh creator (human & creature avatar, clothing, statue, vehicles, buildings, small items etc..) inworlds via instant message / notecard (in case ims being capped please send a notecard too ). and my full permissions marketplace items here : https://marketplace.secondlife.com/stores/60638
  14. Hello! Is it possible to set the weight evenly and accurately on a certain area (detail) of the object? let's say by highlighting the right triangles. I have a very complicated model and it is almost impossible to crawl in some places. is there a way?
  15. Hello! How to set the size of the mesh model in a Blender? I have shown in a blender: 0.591 x 1.132 x 0.730 (x,y,z) and when uploading in sl size: 23.263 x 44.574 x 28.726 (x,y,z) Of course, I can change it in sl after uploading, and what to do if this is a rigged avatar?
  16. Hi, I build a building in blender, and soon after following some forum tips to build the Physics of the same, but I have not been successful in upload, I do not know where I am going wrong
  17. Hello! I'm trying to figure out the hierarchy of bones names in the SL. Here is the hierarchy of the bones of my model: and SL default model: As you can see on one "branch" I have 4 "branches" (or parent and children - I'm not sure), and on the other there are five. There is no such thing on default SL model. I start with mPelvis as root, but I don’t know what to do next. please, help! What names should I give to my bones so that the download is successful?
  18. Hello folks, Would there be anyone willing to make me a couple of mesh bottles of Pepsi and Mountian Dew, respectively? Would prefer "1 liter" sizes, as I'm trying to recreate an RL scene for my fiance. I had a pair of bottles I bought back in 2015ish(pictured below), but they never rezzed right and have now disappeared from my inventory AND the marketplace. If they were high quality/low prim, even better. Would that be at all possible? Thank you for your time, FiraFirecat
  19. I have been creating in SL since 2009, if you are in need of a custom (rigged / unrigged including textures) mesh creator (human & creature avatar, clothing, statue, vehicles, buildings, small items etc..) inworlds via instant message / notecard (in case ims being capped please send a notecard too ). and my full permissions marketplace items here : https://marketplace.secondlife.com/stores/60638
  20. Hello! I'm trying to rig a bento hand for avatar, but every time unsuccessfully. Can someone give a link to a good non - Avastar tutorial or explain in your own words what I'm doing wrong? here is the process i use: -- downloaded bento workbench from this site. -- opened in a blender. -- I create an object (hand). -- I place the object and the skeleton on one layer. -- I select object, then a skeleton. -- I hit control + P. -- I choose the Armature deform -- With automatic weights. -- I check if it works in a Pose Mode. -- I export in a collada format with object and skeleton both selected. -- These are the settings I set when exporting. -- When uploading a model, this is the screen (weights and joints are not displayed). that's all. I do not use Avastar, because I am not familiar with it. can this be done without it? what am I doing wrong? With a regular skeleton rig, everything works out perfectly, the process is the same. How is bento different from normal besides more bones? And do i need to delete unused bones? Please, help!
  21. hello I have been creating in SL since 2009, if you are in need of a custom (rigged / unrigged including textures) mesh creator (human & creature avatar, clothing, statue, vehicles, buildings, small items etc..) inworlds via instant message / notecard (in case ims being capped please send a notecard too ). and my full permissions marketplace items here : https://marketplace.secondlife.com/stores/60638
  22. I have a certain outfit from an anime, Dragon Ball specifically that will take about 4 or 5 pieces to complete. Please get in contact if you have experience making clothing items.
  23. Hi all, I’m trying to figure out how to do this. When I add the head, teeth, brows, etc, it causes the alpha to seep thru my dev mesh body so that I’m seeing another body laid incongruously on it. Anyone have any advice how to fix this?
  24. Alright, lets talk about Bellisseria roads and road vehicles for a second. We all have seen nicely done boat rez zones conveniently placed around the continent. They all have reazonable space and are clearly marked to let everyone know you can rez your water vehicle there. We have also seen couple air strips appearing in the area, each one with their own dedicated rez zone for aircrafts (not clearly maked but atleast they are there), but lets talk about Road vehicles and road rez zones... Bellisseria has a problem with road vehicles rez zones. Current road rez zones seems to be placeholder or temporary solutions. They are all currenly found on undeveloped regions arround the developed areas, nothing in between. They are also lacking any kind of marking to let people know of their existance. Newly developed areas seems to also not take vehicle rez zones in consideration as there is none to be found to the date of this post. I am personally hoping that these rez zones has their own space on the developers list of things to have as road vehicles are certainly important when the continent has so much space dedicated to roads alone, and a large community with big interest for road vehicles. Let's make sure they are not forgotten shall we? Is not lag, or your bad driving... the roads are actually broken. Maybe you have noticed that driving around Bellisseria is not exactly a smooth experience. You are not crazy... roads has some issues you can't really see. Bellisseria roads seems to be the first road by the LDPW made out of mesh pieces and they aren't exactly perfect. After some driving, I noticed my vehicles were pretty bouncy, specially on curves. I also had many issues with my vehicles simply refusing to move, randomly, in some areas.. just revving the engine without moving. Upon closer inspection I realized that the road custom colission shapes had various problems that caused various types of issues with the vehicles. These problems has been properly reported and we hope to see them fixed soon. More on that: https://jira.secondlife.com/browse/BUG-227210 Bellisseria is a great place to take a drive! The continent is without doubt one of the top mainland areas to take a scenic drive. Let's support improvements like these to help polish that experience!
  25. I'm looking for Custom mesher and texturer, we can work in long terms. Need a person who work in Marvelous Designer, Blender and Zbrush for modeling. For textures need soneone who work at Photoshop and Substance Painter. For more information contact me.
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