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Old 10-16-2011, 06:55 AM   #576 (permalink)
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pics

sorry eko..just posting the best pics i had....
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Old 10-17-2011, 03:35 PM   #577 (permalink)
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Mesh hand for non-mesh avatar
The ring and bracelet are separate regular sculpted prim items.

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Old 10-17-2011, 08:24 PM   #578 (permalink)
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I wasn't sure where I should post this but please vote JIRA below.
https://jira.secondlife.com/browse/VWR-27187
I haven't realized this until one of my corabolator told me this, but it may harm some mesh creators.

If the mesh is rigged mesh, shrinking mesh to minimum size will greatly reduce the risk but thats not very convenient.

Last edited by Yabusaka Loon; 10-17-2011 at 08:31 PM.
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Old 10-18-2011, 03:35 AM   #579 (permalink)
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I wasn't sure where I should post this but please vote JIRA below.
https://jira.secondlife.com/browse/VWR-27187
I haven't realized this until one of my corabolator told me this, but it may harm some mesh creators.

If the mesh is rigged mesh, shrinking mesh to minimum size will greatly reduce the risk but thats not very convenient.
Yabu, i went to vote.. thanks for the heads up... maybe make a separate thread about this .. so more people know about it.
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Old 10-19-2011, 12:31 PM   #580 (permalink)
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For the first time in eons I have been modelling..... Eku has grabbed me by the short and curlies and made me all excited about Zr2. We have been modelling together today in that we were on Skype gabbing away to each other whilst we both worked on our respective models.....every so often we shared our screens and let the other see what we were up to. Really good fun and THANKYOU darling girl for encouraging me and making me do something.

Soooo he is not finished yet but this is what I was working on .....I am quite chuffed with him so far and yes I know I made a torso once before but this was so much more fun not being limited by what I could do with a sculpty. OH and please ignore the willy ..... it is only the suggestion of a willy so far (either that or the poor boy is doomed to keep the lights outs) but I will work on it or I will give him a drape to hide his secret shame.
WIP pic
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Old 10-19-2011, 01:37 PM   #581 (permalink)
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yeah .. Humps forced me to model a nekki man too..
not really but.. hahaha
rest of arms hands feets and hairstyles will be added later .. plus a cloth and a lot more detail

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Show us your Sculpties/Meshes-wipbudd1.jpg  
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Old 10-20-2011, 07:43 PM   #582 (permalink)
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Holy cow, I made a rigged mesh! Ok. It's not very good, and I only made it shiny as a place-holder, but hey, it actually... moves... and stuff!

Show us your Sculpties/Meshes-mesh-top.jpg

By the way, thank you Ashasekayi for creating your rigged clothing tutorials. They're very helpful (and not to be blamed for the horror of what I have made)!
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Old 10-21-2011, 01:16 AM   #583 (permalink)
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Ok... mucking about with mesh is way too much fun. I modified the sleeves a bit and generally tried to make it a bit more complex of a model. I also destroyed my brain this evening trying to UV unwrap the thing. I still don't have a handle on how to do UV unwrapping well, but I'm learning slowly. I tried to use seams but could not get any unwrapping even remotely right. Finally I just set up a bunch of vertex groups for panels and did a bunch of project from view unwraps. The result looks ok from the front or back but there are some rough places where the different sections meet. Ah well, live and learn. It is amazing to me, however, how much more alive something seems when you get some AO baked into the texture.

I've also noticed that the crinkly bits on the sleeves do some unpleasant things as the elbow bends and twists about. I expect I need to shorten the sleeves a bit... or figure out this weight painting thing.

Show us your Sculpties/Meshes-mesh-top-2.jpg
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Old 10-21-2011, 06:01 AM   #584 (permalink)
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Loraan you´re doing great work and evolving really fast in quality terms, slap a texture on that little jacket/shirt and a button and i would buy it.
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Old 10-21-2011, 08:01 AM   #585 (permalink)
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I've also noticed that the crinkly bits on the sleeves do some unpleasant things as the elbow bends and twists about. I expect I need to shorten the sleeves a bit... or figure out this weight painting thing.

Attachment 25075
Yeah, details that are not close to the body get really jacked up in by the weights. Not to mention most poses and animations in SL are garbage. Don't stress too much, you can only get things so perfect, there will always be something that completely ruins it, you can't account for everything in SL.

Great progress
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Old 10-21-2011, 09:40 AM   #586 (permalink)
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Loraan you´re doing great work and evolving really fast in quality terms, slap a texture on that little jacket/shirt and a button and i would buy it.
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Originally Posted by Eboni Khan View Post
Yeah, details that are not close to the body get really jacked up in by the weights. Not to mention most poses and animations in SL are garbage. Don't stress too much, you can only get things so perfect, there will always be something that completely ruins it, you can't account for everything in SL.

Great progress
Thanks so much for the encouragement. I'm really enjoying the process of learning this stuff. It's a good creative outlet for me that doesn't involve filling up my house with crafts. For what it's worth, I'm really just making these things for my own amusement and not planning on selling anything. I don't have a shop now and after reading a lot of the seller threads, I don't think I want that headache.
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Old 10-22-2011, 03:02 PM   #587 (permalink)
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Ok, I know I've talked about this before, but I freaking love the cloth simulator in Blender. I was listening to the radio this morning and playing around with making some skirts (maybe to go with the jacket). Here is the result (I hope you will excuse the upskirt shot ). Basically, it is just a set of open cylinders I set up around the body and then let the cloth simulator have its way.

Show us your Sculpties/Meshes-loraan-upskirt.png

Oh, and I figured out the problem I've been having with UV unwrap this whole time. It turns out you have to apply scale and rotation transforms to obdata in order for the UV unwrapper to see it and make a reasonable attempt at unwrapping. I did this to my jacket, and I have a much cleaner unwrap. There is a tiny bit of stretch in one part near the arm pit, but it is so minor compared to what I had before.

By the way, thanks to all of you for being so encouraging and supportive. I'm just a dilettante and have so much to learn, but it's nice to have a place where there are great examples of what is possible and people who are helpful to beginners.
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Old 10-22-2011, 03:31 PM   #588 (permalink)
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The skirt is looking really sweet Loraan. I'm curious how you plan on weight painting that tho. I've tried making a dress with ruffles in the past and just gave up in the end because I couldn't get the weight painting right no matter what I did.

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Old 10-22-2011, 07:18 PM   #589 (permalink)
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The skirt is looking really sweet Loraan. I'm curious how you plan on weight painting that tho. I've tried making a dress with ruffles in the past and just gave up in the end because I couldn't get the weight painting right no matter what I did.
You use this word "plan." It amuses me.

I was thinking I might try setting the weights to 1.0 at the top and 0(ish) at the bottom. I could see the petticoats being lower weights as they go in per edge-loop. The thing is, though, I don't really know what I'm doing... so this may be an experiment that goes nowhere.
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Old 10-25-2011, 09:30 AM   #590 (permalink)
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Ok.. all you mesh heads, Our one year is comming up, Dec 8th, and we are renewing our vows. I would really really like really really Love.. if one of you ultra talented designer artsy people.. could make an incredible.. mesh wedding gown... Ive been watch you all very closely, I know you can do it.. i have faith..
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Old 10-25-2011, 04:25 PM   #591 (permalink)
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I have some almost done, but with school I haven't had any time to work on Mesh stuff
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Old 10-27-2011, 08:44 AM   #592 (permalink)
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I've been working on this all day and I finally got it more or less working. Extreme thanks to Neph and especially AshaSekayi, as without her tutorials and patient explanations in PM I never would have got it looking decent.

As my previous forte in SL content creation was tiny avatars, I wanted to see what I could do with mesh. I haven't gone right to robots yet but I started playing around with a little mesh monster. For it to look proper in-world I knew I had to play with the skeleton, which meant braving Blender 2.49 because the rigging doesn't export correctly in later versions of Blender.

After a day of work I came up with this guy. It doesn't look too exciting yet because it's not textured, but it was a lot of fucking work!


It's rigged properly so it will walk and shit as it should. A bone for each eye has been manoeuvered to rest on the avatar's eyes, so as you can see in the video it will track properly depending on where the avatar looks and so forth. It's next to a default 0.5x0.5x0.5m cube at the start of the video to give you a sense of scale. I'm quite proud of myself even though there's still work to be done for it to be "perfect." But I'm slowly getting the hang of things.
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Old 10-27-2011, 11:06 AM   #593 (permalink)
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That looks great, Joshua. And yeah, mesh avatars are a crazy amount of work. Congrats on getting this far.
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Old 10-28-2011, 12:15 AM   #594 (permalink)
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The human head intimidates me. I mean that as a modeller of course, in rl i much prefer the people I meet to have a head. One of the reasons my demon model in the other thread had an animal skull type fantasy head was because the thought of actually modelling a human bonce freaks me out. There is just so much that can go wrong especially for a fledgling modeller like me....and trust me, more often than not if it can go wrong it will where I am concerned.

Anyhow, today I decided that I really ought to confront my fears and just practice doing it. I have the wonderful Eku on speed dial so when I start to freak out she smacks me about a bit until I behave and start acting like a grown up again. I adore her not least because she has taught me so much about technique and thinking ahead when I model (something that I don't do well).

So here is "Wilf". He is the culmination of a day of fiddling, getting fed up with him then fiddling some more. He is not finished yet but he has come on enough that I am not too ashamed to show him.







I also did a turntable vid and for some strange reason it plays for me in IE but not in Firefox (my normal browser) so you may be able to see it and you may not. Hey ho!

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Old 10-28-2011, 03:59 AM   #595 (permalink)
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Humpidoo i positively love how he turned out...
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Old 10-30-2011, 01:20 AM   #596 (permalink)
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I've been doing a little bit more work on my snow queen outfit. I'm having a devil of a time with the skirt, though. I can't quite settle on what will work best. The outfit is in three parts: the wimple, the jacket, and the skirt. For the skirt, I was planning on going for something long and thin, but I'm having trouble getting that to look good in mesh. Here is my attempt at the outfit with a simple flexi panel skirt (the texture is just a placeholder):

Show us your Sculpties/Meshes-snow-queen-flexi.jpg

Here is a closeup of the chains, which are mesh:

Show us your Sculpties/Meshes-snow-queen-chains.jpg

Here are some skirt alternatives I'm playing with. First, a long panel in mesh and something more sarong-like:

Show us your Sculpties/Meshes-snow-queen-skirt-3.jpg Show us your Sculpties/Meshes-snow-queen-skirt-2.jpg

I like the look of the mesh panel best, but it just doesn't move the way I'd like.

There's a lot more left to do here. The texturing leaves much to be desired, and I think there are some areas where I need to add some interior faces (like the wimple).

Anyway… it's a work in progress.

ETA: Oh, I've been playing around with weight painting and see it's way more subtle than what I was expecting. Trying to do frilly skirts is going to be a serious challenge.
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Old 10-30-2011, 01:52 AM   #597 (permalink)
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yeah .. Humps forced me to model a nekki man too..
not really but.. hahaha
rest of arms hands feets and hairstyles will be added later .. plus a cloth and a lot more detail

That is going to be gorgeous, Eku!
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Old 10-30-2011, 06:55 AM   #598 (permalink)
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Lately I do not really have a exact plan what to create but yesterday I did search google for some architecture pictures and was inspired soon. I did not want to re build the architecture from any picture but instead of that I did just gather some inspiration and ideas. I did not want to start something I would feel like a job to finish.. I rather wanted to mess around with my 3d tool and didnt want it to feel like a job or anything I have to finish.

This is the result of yesterday evening:


It is something like a 80 meter x 40 meter modern structure.. well let me call it "hall". I am not sure if I will leave it on these textures and I probably will change some stuff. However now it seems that it will be one of my jobs even if I dont wanted it. But hey.. at the moment it doesnt feel like a job.. its feels like a hobby and fun, so no problem at this point and its the end of my boreness.

I would say the integrated objects make the whole structure complex.. at least the amount of objects. But lol... one thing I noticed is that it has still less polycount then my 10 meter complex mesh staircase which has in Second Life 32 prims or so. So I would bett that this structure might have 20 - 40 prims but I will check that out.

This architecture here has 2674 polys and for a noob like me it should be fine I know I could fake the mesh glas roof and it would probably reduce the poly count by half but really.. I want it to be an object as it could look pretty cool inworld .. hmm.. not sure.

Im still not sure what this structe could present in SL lol. I just did build it and didnt even know what I want to buld. The screenshot above is the result. So dont ask me what purpose this structure could have in SL.

Next thing to do is.. I need to learn in C4D how I can bake textures and apply them inworld. But first I try prim cound of the whole structure. Also 80m x 40m seems pretty huge for Second Life inworld. I dont know lol. Who has so much land?

Just thought I share this.
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Old 10-30-2011, 07:01 AM   #599 (permalink)
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Miyo.. when i look at that .. my mind is leaping and bounding to all sorts of conservatory/greenhouse structures..
as well as interesting roof inserts for larger buildings..

i like it a lot.
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Old 10-30-2011, 07:05 AM   #600 (permalink)
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Miyo.. when i look at that .. my mind is leaping and bounding to all sorts of conservatory/greenhouse structures..
as well as interesting roof inserts for larger buildings..

i like it a lot.
Thank you very much Eku After messing around with the architecture hours for hours I was not sure if this building looks ok. To much hours I was in front of this yesterday

Thanks for your comment. I agree now when you say.. it could be a greenhouse.. agree But maybe I should make it smaller then

I was mostly inspired by this picture from google...
http://0.tqn.com/d/architecture/1/0/N/p/t3terminal.jpg

Im not good in recreating stuff.. but I like to gather inspiration and see what I make out of it
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