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Old 05-10-2008, 11:17 AM   #457 (permalink)
Io Zeno
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Quote:
Originally Posted by Dolcecakes View Post
I do have a tutorial for that, and use baking on my garments often. And yes, I did write a tutorial on it- not a great one, but I tried.

It is true that with baking process, the output is a flattened image. I and every other texture artist I know still goes through the complex-psd process for the bases that go into the channels that will produce the render. In most cases with baking, not only are you producing a color map but also maps to control specularity, light diffusion, and bump levels- so in theory, for light-baked maps, there should be a pretty obvious image trail to support the production of the final maps.

In this case though, the fine point is really in the whole distribution argument. Questions of derivative or not aside, it seems pretty clear that distribution was prohibited per the liscence.

-Nephi
(oh yeah. Cris can you PM me about options for resetting the email adress that my Nephilaine Protagonist account is using? I can't remember which one I used and I think it may be the one I don't have access to anymore)

Edit:
Those group messages were scary.

Edit Edit:
Yep Modo was made by a bunch of people who, if I recall correctly, got fed up with Newtek (they make LightWave 3d) and left to made a better product.

Edit The Third:
Yes, ogling a shape you are wearing in world is occasionally useful. Otherwise you are baking to what amounts to Ruth- not the optimal situation. Ogle records the mesh plus slider deformations, so it comes in handy when you are doing garments with loose sleeves, ect.
Neph!

Quote:
Originally Posted by Cindy Claveau View Post
Hypatia's explanations are much more detailed than I could offer, however I wanted to interject a fine point:

In order to create clothing or skins specifically designed for the SL avatar, it's best to use one of the avatar templates -- Chip Midnight has probably done more for the benefit of content creators than anyone I know with his high resolution, layered templates. They even have a color coded layer to help you match seams.

The Poser model/mesh is based on Poser's P2 (that's version 2), and is used for two main purposes: creating animations/poses or for trying on the clothing offline which you create with the mesh template.

Other methods may work, but in my experience the link between the SL avatar and Poser is only close enough to provide a few rudimentary tools. Clothing created for Poser normally comes with a bump map layer which is already baked into the SL mesh, so you'd have to really know what you're doing to come up with a good finished product.

For me it's just much easier to start with Chip's templates and create my own stuff.
Yeah, no I understand that Cindy, that people use the templates to make clothing and skins, my point was that LL also had obj files to use as well as the clothing/skin templates.
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