Medhue Simoni is one of the better know modelers and animators in SL. He has a post in the SL Forum containing videos that show how to make your own LoD (Level of Detail) models.
See: How to make LODs / Levels of Detail
Medhue Simoni is one of the better know modelers and animators in SL. He has a post in the SL Forum containing videos that show how to make your own LoD (Level of Detail) models.
See: How to make LODs / Levels of Detail
Mesh development is shaking down into some common methods. This tutorial covers how to make Slink Nails using 2017 information. Section headings will give you an idea of what you can skip and what you need to read based on your experience level.
If you are totally new to Second Life™ there is a lot to learn. I am only touching on the parts needed to make nails for Slink Hands. Other brands of hands are similar.
In 2013 Linden Lab, owner of Second Life (SL), added a feature we call ‘mesh’. Prior to that all things in SL were made of primitives, shortened to ‘prims’. Technically everything in SL is a primitive and made of mesh.
What we call mesh is a particular type of primitive just as a cube or sphere is a specific kind of primitive. While everything in SL is made of mesh (press Ctrl-Shift-R to see it), we only refer to things made in Blender, 3D Max, Maya, and other modeling programs and then imported to SL as ‘mesh’, more convenient than rational. Linden Lab® added the mesh prim in 2013. Continue reading
LoD = Level of Detail. In 3D modeling LoD is a basic optimization technique used to increase performance. If you are making things, avatars, or clothes it is something to know about. Medhue explains what LoD is and shows how it affects your render and how to and how NOT to adjust for bad LoD design as a user.
This is a quick 5 minute tutorial by a kinda cute young man that is easy and to the point. He doesn’t cover all the details or provide all the possible adjustments but, he shows you how to get the job done.
New Work Notes has posted a rare tutorial: Metaverse ProTips: Building With Second Life Specular Maps. Well… I think rare for NWN.
This is a good tutorial on how specular maps are used in SL.
When we upload mesh items, clothes or other things, one of the questions is how many polygons can I use? An alternative of that one, how many should I use, is also common.
For the second there is no ‘numeric’ answer for the ‘should’ version. The common answer is: as few as will do the job. But, how many can we use? Is there a limit? Continue reading
Blender has some safety nets. If you have ever lost work from a crash, forgetting to save, or saving over a file you wanted to keep… then this video is for you.
Hamlet has a guest blogger, Brookston Holiday, that wrote a great article on doing lighting in Second Life™. See: SL Building Tutorial: Seven Lighting Tips for Stunning Results.
PS: There is a thread about Hamlet’s post on SLUniverse: Guest NWN post.