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.
This is a big deal. I’ll get into what it means and what some of the possibilities are.
For years Second Life™ users have been asking for more bones. That would let users make avatars with tails that are easily animated. Or with more than 4 arm-leg appendages. We will be able to have a centaur with 4 legs, two arms, and a tail, something that is way complicated now and pretty lame. Or a spider with 8 legs. Continue reading
I think most Second LifeTM modelers are looking for ways to reduce polygon count and still have good deformation for animations. his tip should help.