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Found 2 results

  1. I am just getting started on my store and was curious what particular models/designs you were interested in. I would love to engage fully with the community throughout my development process and any ideas/interests would be greatly appreciated. 😁
  2. So I have been dabbling in clothing for a change of scenery and am working on a floor length gown with a level of detail that works for Second Life. I don't want to start on the wrong foot by making a 500,000 K poly gown that crashes the grid, so as part of my learning experience I have been asking a lot of questions to find the right balance. I won't be perfect but I do want to aim to be a good citizen with my designs. I have read a lot of threads here, plus google searches and the wiki and Jelly Babies information etc. What I found interesting and compounded by a question I asked to designers on Facebook was I couldn't find a general guideline for "what is being a good citizen in SL versus not", in terms of polygon usage on clothing. I read the Mesh/Technical Overview on the SL wiki for example, and unless I missed the information, I couldn't see anything about what to aim for like other platforms/devs provide. I could be just looking in the wrong place, but it had me even as somebody experienced in SL scratching my head. Drongle wrote some interesting posts here that helped me on the way but I have more questions haha I know a few of you that post here are fantastic in this area of optimisation so what would you guide new clothing makers to aim for. I am talking quad polygons here before uploading. Floor length gown - some comments noted 40,000, 50,000, 75,000 polys. When I compared this to game dev assets it's shockingly high. I rezzed a few designer's gowns also in SL to look and suspect those numbers I quotes may have been LOW for those - the mesh was so dense I have no idea how it even renders without blowing up my laptop. However, we deal with the fact that SL doesn't support PBR materials at all, and the implemented normal map well I have had mixed results so will be interested to see how that operates on clothing... So what is a GOOD quad polygon count that (a) is efficient and (b) still allows the item to look decent enough to sell??? (c) any other optimisation practices we can apply (LODS obviously but can we take this even further?) using the example of this gown. Let's assume the gown as a few lovely folds in the skirt, some scalloped edge detail with pleats on the top and a belt. What range would you set as a guideline? Now textures. This gown as a corset underlying piece, a lace overlay, a belt then a long gown so 4 materials. so is 3 x 512 for the gown and 1 x 256 for the belt? Or if 1 x 1024 for the 3 materials combined (that's where my brain is going) and 1 x 512 for the belt (256 it starts to look a bit rough as the belt combines metals, silks and has a normal map for the detailing on the buckle so I may need to push it up a little). I am baking at 4096 x 4096 but then optimise down the final texture in photoshop using the sizes above. I used the above as an example as (a) that is my first piece of clothing so frankly I could make this thing 200,000 polys haha but luckily my experience in houses has taught me to optimise as much as possible, and (b) I can then use a % based on the body coverage from it. Really interested to get opinions and input on this as I learn my new craft! It may also then help other "new" clothing designers who find this post too. Thanks Charlotte
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